I just want to have a security guard class for my Homebrewed Fnaf session :(
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Making stuff, and homebrewing stuff from my fantasy world I made. (I'm new to homebrewing) I am an artist and made all my profile pics. (Except for my homebrews images (for now))
I mean looking at my 3.5 library I definitely disagree. Incarnum classes, psionic classes, the Truenamer, the dread necromancer, the book of nine swords classes and even more all existed in previous editions that I would like to be able to move into the modern era.
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already.
I'm seeing a lot of people saying this, but it's just not true. Classes have entire subsystems that feats and subclasses can't begin to cover. Pact Magic. Ki Points. Spellbooks. Channel Divinity. Bardic Inspiration. Rage. Infusions.
These features have their own internal mechanics, restrictions, customizations, and progressions and they act as a foundation for additional mechanics within the class. These are on a whole other level from feats. Coding a system that can handle that would be monumental, and even then people would still create classes that it couldn't handle.
I have seen very few class ideas that couldn't work as a subclass if people would make the effort to conform to the tools available. What we have already is really quite flexible.
Subclasses don't take spells away from a base class. In 3.5 we had the Dread Necromancer. It's spell list was incredibly abridged compared to a wizard or sorcerer in exchange for specializing. You can't do that with a subclass.
True Namer who used still checks to cast spells instead of spell slots. You can't do that as a subclass.
Incarnum characters created magical constructs that took up physical locations on your body and you could empower them to improve a few of them temporarily. They didn't cast spells at all. That means that they can't be an artificer. This doesn't work as a subclass. Each of the three classes had different constructs, different HD, and different proficiencies so they almost certainly need to be the different classes and they definitely don't work as subclasses.
The why is becaue the purpose of the site is to sell you content. It costs a lot of money to build a website that lets you don literally anytinhg you can think of that cannot be monetized.
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
The things is that I run two online games spread across the entire country. I have players in Portland and in Florida for my Tuesday game. I own nearly every 3.5 book and I don't think it's unreasonable to push for the homebrew section of DnD Beyond to be my robust. Hell they could easily add it as an addon for my master level tier.
The shit that's been said here LMAO. Guys making a custom class is not difficult at all. And everyone should have get to use D&D beyond. Some of these arguments trying to defend a multi billionaire company are ******* insane. I think if you're making an argument against custom classes you are just wrong. I'm sorry.
As clunky as it is, Roll20 is better for custom things ( Items, classes, spells, feats ) which is why most of my games are there. The Games i have had on beyond were restrictive and clunky to the point of only playing on it if the DM gives no other alternative. then i have a hard time getting my character to work the way it should even when i am using pure stock things. May have gotten better since then, but it was a pain to do much of anything.
Why say all this in a thread on custom classes? Because it would likely be an absolute nightmare to work even if they did implement it. I still think they should try though, give their workforce something to do, and the higher up a reason not to lay them off on mass for short term gains that lead to long term loss.
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He/Him. Loooooooooong time Player. The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call To rise up in triumph should we all unite The spark for change is yours to ignite." Kalandra - The State of the World
Custom subclasses, monsters, feats, and magic items are so much easier to make on Beyond than Roll20 there has never been a comparison. However Roll20 allows a skilled code writer to do almost anything, while Beyond is restricted to the game mechanics for 5e and 5.24e.
I get that Roll20 is second nature to players who have been using it for years. But for a first time D&D player its clunky and confusing.
A modest and easily implemented expansion of the existing homebrew rules for subclasses extended to classes would be a huge win for those who like the ease of use that Beyond provides.
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
Languages you can actually add manually on the DnDbeyond character sheet, I did that for Skin Cant from one of Keith Baker's Eberron books. Same can be done for mundane items (to some degree), they can be added to character sheets by using the custom item option in inventory management
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
Languages you can actually add manually on the DnDbeyond character sheet, I did that for Skin Cant from one of Keith Baker's Eberron books. Same can be done for mundane items (to some degree), they can be added to character sheets by using the custom item option in inventory management
The problem with the custom item option is that it doesn't really work for weapons and armor. If you want to add a weapon or type of armor which doesn't exist, and isn't a magic item, I haven't found a way to do so. This becomes even more problematic if you want to add specific properties, including properties that don't already exist.
The languages thing is more that I just want players to be able to choose it from the character creation pages like everything else, and it would also be nice (in my opinion) if you could create a character without having to have Common on the sheet. I get that Common is supposed to allow for everyone in the game world to talk to each other, and I would always recommend all PCs be fluent in the same language anyway for obvious reasons, but there is a reason spells like Tongues often struggle to see play.
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
Languages you can actually add manually on the DnDbeyond character sheet, I did that for Skin Cant from one of Keith Baker's Eberron books. Same can be done for mundane items (to some degree), they can be added to character sheets by using the custom item option in inventory management
The problem with the custom item option is that it doesn't really work for weapons and armor. If you want to add a weapon or type of armor which doesn't exist, and isn't a magic item, I haven't found a way to do so. This becomes even more problematic if you want to add specific properties, including properties that don't already exist.
The languages thing is more that I just want players to be able to choose it from the character creation pages like everything else, and it would also be nice (in my opinion) if you could create a character without having to have Common on the sheet. I get that Common is supposed to allow for everyone in the game world to talk to each other, and I would always recommend all PCs be fluent in the same language anyway for obvious reasons, but there is a reason spells like Tongues often struggle to see play.
For non-magic weapon items you need a two step solution. You can add it to the inventory using the custom item option and then under actions you can add a custom action that allows you to put in all the to hit and damage roll functions. I did it for one of my players who wanted a special throwing weapon
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
Languages you can actually add manually on the DnDbeyond character sheet, I did that for Skin Cant from one of Keith Baker's Eberron books. Same can be done for mundane items (to some degree), they can be added to character sheets by using the custom item option in inventory management
The problem with the custom item option is that it doesn't really work for weapons and armor. If you want to add a weapon or type of armor which doesn't exist, and isn't a magic item, I haven't found a way to do so. This becomes even more problematic if you want to add specific properties, including properties that don't already exist.
The languages thing is more that I just want players to be able to choose it from the character creation pages like everything else, and it would also be nice (in my opinion) if you could create a character without having to have Common on the sheet. I get that Common is supposed to allow for everyone in the game world to talk to each other, and I would always recommend all PCs be fluent in the same language anyway for obvious reasons, but there is a reason spells like Tongues often struggle to see play.
For non-magic weapon items you need a two step solution. You can add it to the inventory using the custom item option and then under actions you can add a custom action that allows you to put in all the to hit and damage roll functions. I did it for one of my players who wanted a special throwing weapon
I did this for an upgraded unarmed strike from a feat for my Changeling character, worked pretty well and for armor as a custom item you can always override the AC on the character sheet.
I'd love for more things on the sheet to be editable, like personally I'd love to be able to rename the class (for those times that you are using mechanics to fulfill a concept but aren't using the typical lore of a class)
Great call on Renaming stuff. I love changing the flavor of existing game mechanics. I do it all the time with monsters, and if a DM lets me, i also do it with my offline character sheets.
Great call on Renaming stuff. I love changing the flavor of existing game mechanics. I do it all the time with monsters, and if a DM lets me, i also do it with my offline character sheets.
absolutely. The main character I play is a Changeling Menagerie in Eberron, which is mechanically a Moon or Mutation Druid but they've really got nothing to do with the typical Druid flavor, so I'd love to be able to simply just rename the Druid class on my sheet.
I’d love to be able to create homebrew classes and voted that way.
Honestly, I think the whole homebrew system could really use an update. It’s still pretty hard to navigate, and even after years of using it I usually have to look things up and make a few tries to get things working. I know I’m not the only one who feels that way, and I realize this isn’t a new complaint, but it seemed worth mentioning here since it fits the topic somewhat.
A massive remake of the homebrew system would make it easier to sell 3rd party content because you could have low skill people create the game mechanics from a PDF provided by the 3rd party content creator. but a massive remake would be a big upfront cost. We probably don't see this until the revenue from 3rd party content justifies the investment.
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I just want to have a security guard class for my Homebrewed Fnaf session :(
Making stuff, and homebrewing stuff from my fantasy world I made. (I'm new to homebrewing) I am an artist and made all my profile pics. (Except for my homebrews images (for now))
I mean looking at my 3.5 library I definitely disagree. Incarnum classes, psionic classes, the Truenamer, the dread necromancer, the book of nine swords classes and even more all existed in previous editions that I would like to be able to move into the modern era.
Subclasses don't take spells away from a base class. In 3.5 we had the Dread Necromancer. It's spell list was incredibly abridged compared to a wizard or sorcerer in exchange for specializing. You can't do that with a subclass.
True Namer who used still checks to cast spells instead of spell slots. You can't do that as a subclass.
Incarnum characters created magical constructs that took up physical locations on your body and you could empower them to improve a few of them temporarily. They didn't cast spells at all. That means that they can't be an artificer. This doesn't work as a subclass. Each of the three classes had different constructs, different HD, and different proficiencies so they almost certainly need to be the different classes and they definitely don't work as subclasses.
The why is becaue the purpose of the site is to sell you content. It costs a lot of money to build a website that lets you don literally anytinhg you can think of that cannot be monetized.
I'm going to just be blunt and say that if you want to create a new class for your games, you should probably just use the "classic" PDF character sheet and a Notepad file or something that has the class features written in it.
It's going to be more tedious (at least at first), but you have maximum flexibility with that approach than trying to use D&D Beyond.
The same goes for anything else that you can't homebrew in D&D Beyond for some strange reason (such as mundane items or languages).
The things is that I run two online games spread across the entire country. I have players in Portland and in Florida for my Tuesday game. I own nearly every 3.5 book and I don't think it's unreasonable to push for the homebrew section of DnD Beyond to be my robust. Hell they could easily add it as an addon for my master level tier.
The shit that's been said here LMAO. Guys making a custom class is not difficult at all. And everyone should have get to use D&D beyond. Some of these arguments trying to defend a multi billionaire company are ******* insane. I think if you're making an argument against custom classes you are just wrong. I'm sorry.
As clunky as it is, Roll20 is better for custom things ( Items, classes, spells, feats ) which is why most of my games are there. The Games i have had on beyond were restrictive and clunky to the point of only playing on it if the DM gives no other alternative.
then i have a hard time getting my character to work the way it should even when i am using pure stock things. May have gotten better since then, but it was a pain to do much of anything.
Why say all this in a thread on custom classes? Because it would likely be an absolute nightmare to work even if they did implement it.
I still think they should try though, give their workforce something to do, and the higher up a reason not to lay them off on mass for short term gains that lead to long term loss.
He/Him. Loooooooooong time Player.
The Dark days of the THAC0 system are behind us.
"Hope is a fire that burns in us all If only an ember, awaiting your call
To rise up in triumph should we all unite
The spark for change is yours to ignite."
Kalandra - The State of the World
Custom subclasses, monsters, feats, and magic items are so much easier to make on Beyond than Roll20 there has never been a comparison. However Roll20 allows a skilled code writer to do almost anything, while Beyond is restricted to the game mechanics for 5e and 5.24e.
I get that Roll20 is second nature to players who have been using it for years. But for a first time D&D player its clunky and confusing.
A modest and easily implemented expansion of the existing homebrew rules for subclasses extended to classes would be a huge win for those who like the ease of use that Beyond provides.
Languages you can actually add manually on the DnDbeyond character sheet, I did that for Skin Cant from one of Keith Baker's Eberron books. Same can be done for mundane items (to some degree), they can be added to character sheets by using the custom item option in inventory management
The problem with the custom item option is that it doesn't really work for weapons and armor. If you want to add a weapon or type of armor which doesn't exist, and isn't a magic item, I haven't found a way to do so. This becomes even more problematic if you want to add specific properties, including properties that don't already exist.
The languages thing is more that I just want players to be able to choose it from the character creation pages like everything else, and it would also be nice (in my opinion) if you could create a character without having to have Common on the sheet. I get that Common is supposed to allow for everyone in the game world to talk to each other, and I would always recommend all PCs be fluent in the same language anyway for obvious reasons, but there is a reason spells like Tongues often struggle to see play.
For non-magic weapon items you need a two step solution. You can add it to the inventory using the custom item option and then under actions you can add a custom action that allows you to put in all the to hit and damage roll functions. I did it for one of my players who wanted a special throwing weapon
I did this for an upgraded unarmed strike from a feat for my Changeling character, worked pretty well and for armor as a custom item you can always override the AC on the character sheet.
I'd love for more things on the sheet to be editable, like personally I'd love to be able to rename the class (for those times that you are using mechanics to fulfill a concept but aren't using the typical lore of a class)
Great call on Renaming stuff. I love changing the flavor of existing game mechanics. I do it all the time with monsters, and if a DM lets me, i also do it with my offline character sheets.
absolutely. The main character I play is a Changeling Menagerie in Eberron, which is mechanically a Moon or Mutation Druid but they've really got nothing to do with the typical Druid flavor, so I'd love to be able to simply just rename the Druid class on my sheet.
I’d love to be able to create homebrew classes and voted that way.
Honestly, I think the whole homebrew system could really use an update. It’s still pretty hard to navigate, and even after years of using it I usually have to look things up and make a few tries to get things working. I know I’m not the only one who feels that way, and I realize this isn’t a new complaint, but it seemed worth mentioning here since it fits the topic somewhat.
-Drew
drewdisario
@drewdisario
A massive remake of the homebrew system would make it easier to sell 3rd party content because you could have low skill people create the game mechanics from a PDF provided by the 3rd party content creator. but a massive remake would be a big upfront cost. We probably don't see this until the revenue from 3rd party content justifies the investment.