Truthfully if we had one or two more basic / modular classes I think we could accept not having new classes. The problem is that we have no fighter equivalent magical class OR skill class. All skill and magic focused classes come with a lot of flavor that is hard to unwind enough to cover new archetypes. The Rogue and Sorcerer probably should be this, but they aren't really.
I like the idea of an "empty" base class for different HD levels that we could design over-tuned subclasses for as a way of fleshing out their mechanics properly. It's really quite difficult to understand how/why they wouldn't be able to implement that.
I have a terrible memory. Part of my brain says there are set 5e rules for homebrewing classes, but another part of my brain says that there aren't any solidly set rules for homebrewing classes.
there are rules in Ch. 9 of the DMG for homebrewing everything but a new class. why? you’ll have to ask Jeremy Crawford.
anyway, that’s why you can’t homebrew a new class on DDB, bc doing so isn’t part of the official rules for fifth edition. why? again, ask Crawdaddy.
Since 1995: AD&D 2nd Ed.; D&D 5e; Vampire: The Masquerade (and other Old-WoD titles); Rifts (and other Palladium RPGs); Star Wars (WEG); Magic: The Gathering; Old School Essentials; AOL Red Dragon Inn; Ultima Online; Dark Age of Camelot
Its not much work its not like they have to make anything themselves dnd beyond isnt a videogame the mods just have to add a feature that lets you create a class you just need to slightly expand on other points already there
Its not much work its not like they have to make anything themselves dnd beyond isnt a videogame the mods just have to add a feature that lets you create a class you just need to slightly expand on other points already there
DDB’s code is held together with bubblegum and shoelaces. It might literally not be able to handle what we would throw at it.
I have a terrible memory. Part of my brain says there are set 5e rules for homebrewing classes, but another part of my brain says that there aren't any solidly set rules for homebrewing classes.
there are rules in Ch. 9 of the DMG for homebrewing everything but a new class. why? you’ll have to ask Jeremy Crawford.
anyway, that’s why you can’t homebrew a new class on DDB, bc doing so isn’t part of the official rules for fifth edition. why? again, ask Crawdaddy.
There’s no rules for homebrewing basic equipment either, and in fact the rules specifically state to simply reskin existing equipment. That’s why we can’t make custom weapons or anything here either.
I think we should have the ability to create classes because I have bought several homebrew books and can't use DDB to keep track of everything I need. Most of them are for unique classes that can't just be turned into a subclass, and yes I know they need money but people are absolutely just making a "new" race and putting the actual races from D&D into them so they don't have to pay for the books, so that isn't a valid argument.
I think we should have the ability to create classes because I have bought several homebrew books and can't use DDB to keep track of everything I need. Most of them are for unique classes that can't just be turned into a subclass, and yes I know they need money but people are absolutely just making a "new" race and putting the actual races from D&D into them so they don't have to pay for the books, so that isn't a valid argument.
You're missing the entire, and I believe accurate, argument on this page that it's not about "do what you want" with homebrew but rather that the homebrew system is built to support the homebrewing options presented in the DMG. Classes are not among those options. Every category you're allowed to homebrew is. So it goes back to reflecting the "official rules" like most things on DDB.
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Jander Sunstar is the thinking person's Drizzt, fight me.
I think we should have the ability to create classes because I have bought several homebrew books and can't use DDB to keep track of everything I need. Most of them are for unique classes that can't just be turned into a subclass, and yes I know they need money but people are absolutely just making a "new" race and putting the actual races from D&D into them so they don't have to pay for the books, so that isn't a valid argument.
You're missing the entire, and I believe accurate, argument on this page that it's not about "do what you want" with homebrew but rather that the homebrew system is built to support the homebrewing options presented in the DMG. Classes are not among those options. Every category you're allowed to homebrew is. So it goes back to reflecting the "official rules" like most things on DDB.
Hopefully 5.5e has proper guidelines on homebrewing. Not just classes but other things like mundane weapons too.
Hopefully 5.5e has proper guidelines on homebrewing. Not just classes but other things like mundane weapons too.
Entirely fair expectation, I think the first survey's not closed yet, and there will be I think at least six more on the horizon, and IIRC from the first there's space to put in "oh, and this too" sorta comments. I'm ambivalent about classes, but mundane items seems sorta lame to deprive players from if there's not even official reskinning rules that DDB would be more obliged to support because RAW.
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Jander Sunstar is the thinking person's Drizzt, fight me.
The best match for Frodo or Bilbo I think would be rogue. Take the thief subclass for more sneaky abilities rather than magic or more overt combat benefit. Good at hiding and sneaking, and can take a foe off guard with sneak attack, but not built to stand toe to toe with orcs. Bilbo was the 'burglar' of his party afterall so it fits close enough I think.
What sort of bonuses would you want to give this theoretical commoner class?
You can create Subclasses, and that should be enough. There are more than enough full-fledged classes in the game at the current time, in my opinion that creating new ones just isn't needed.
Now, a new subclass... that can be possibly beneficial. Even so, it can be dangerous, and without extensive testing, it may unbalance existing content.
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“No one ever made a difference by being like everyone else.”
Personally wish we could, just because my dms do like to throw in some variant rules to existing classes which changes how they play. Sorcerers for example in one of them are Constitution casters rather than Charisma due to the way magic works in his world. So being able to even just make a copy of existing ones, just with some of the mechanics changed would be nice to have as it's much easier for me to keep track of stuff via D&DBeyond.
Hopefully 5.5e has proper guidelines on homebrewing. Not just classes but other things like mundane weapons too.
You're never going to get more than pretty vague guidelines -- existing content was not created in all that systematic a manner, so detailed rules don't exist.
Hopefully 5.5e has proper guidelines on homebrewing. Not just classes but other things like mundane weapons too.
You're never going to get more than pretty vague guidelines -- existing content was not created in all that systematic a manner, so detailed rules don't exist.
I agree with vague guidelines, but who knows. With, at this point, all classes getting their subclass and features on a set progression (3rd, 6th, 10th, 14th) in 1D&D, it's more standardized and easier to build classes/subclasses to fit that "template". It's not perfect, but even with vague guidelines, it may be easier to create a new class then currently in 5E. But DDB homebrew probably won't support it.
Truthfully if we had one or two more basic / modular classes I think we could accept not having new classes. The problem is that we have no fighter equivalent magical class OR skill class. All skill and magic focused classes come with a lot of flavor that is hard to unwind enough to cover new archetypes. The Rogue and Sorcerer probably should be this, but they aren't really.
I like the idea of an "empty" base class for different HD levels that we could design over-tuned subclasses for as a way of fleshing out their mechanics properly. It's really quite difficult to understand how/why they wouldn't be able to implement that.
there are rules in Ch. 9 of the DMG for homebrewing everything but a new class. why? you’ll have to ask Jeremy Crawford.
anyway, that’s why you can’t homebrew a new class on DDB, bc doing so isn’t part of the official rules for fifth edition. why? again, ask Crawdaddy.
Since 1995: AD&D 2nd Ed.; D&D 5e; Vampire: The Masquerade (and other Old-WoD titles); Rifts (and other Palladium RPGs); Star Wars (WEG); Magic: The Gathering; Old School Essentials; AOL Red Dragon Inn; Ultima Online; Dark Age of Camelot
Its not much work its not like they have to make anything themselves dnd beyond isnt a videogame the mods just have to add a feature that lets you create a class you just need to slightly expand on other points already there
DDB’s code is held together with bubblegum and shoelaces. It might literally not be able to handle what we would throw at it.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
There’s no rules for homebrewing basic equipment either, and in fact the rules specifically state to simply reskin existing equipment. That’s why we can’t make custom weapons or anything here either.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Not commoner esc class
Here after the One D&D Expert Classes UA. I know that there aren't official rules for hombrewing classes, but now would be the time to allow it.
Reality is more amazing than we are often led to believe.
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I think we should have the ability to create classes because I have bought several homebrew books and can't use DDB to keep track of everything I need. Most of them are for unique classes that can't just be turned into a subclass, and yes I know they need money but people are absolutely just making a "new" race and putting the actual races from D&D into them so they don't have to pay for the books, so that isn't a valid argument.
You're missing the entire, and I believe accurate, argument on this page that it's not about "do what you want" with homebrew but rather that the homebrew system is built to support the homebrewing options presented in the DMG. Classes are not among those options. Every category you're allowed to homebrew is. So it goes back to reflecting the "official rules" like most things on DDB.
Jander Sunstar is the thinking person's Drizzt, fight me.
Yes. And us, The D&D community love to go by official rules.
Hopefully 5.5e has proper guidelines on homebrewing. Not just classes but other things like mundane weapons too.
Entirely fair expectation, I think the first survey's not closed yet, and there will be I think at least six more on the horizon, and IIRC from the first there's space to put in "oh, and this too" sorta comments. I'm ambivalent about classes, but mundane items seems sorta lame to deprive players from if there's not even official reskinning rules that DDB would be more obliged to support because RAW.
Jander Sunstar is the thinking person's Drizzt, fight me.
The best match for Frodo or Bilbo I think would be rogue. Take the thief subclass for more sneaky abilities rather than magic or more overt combat benefit. Good at hiding and sneaking, and can take a foe off guard with sneak attack, but not built to stand toe to toe with orcs. Bilbo was the 'burglar' of his party afterall so it fits close enough I think.
What sort of bonuses would you want to give this theoretical commoner class?
You can create Subclasses, and that should be enough. There are more than enough full-fledged classes in the game at the current time, in my opinion that creating new ones just isn't needed.
Now, a new subclass... that can be possibly beneficial. Even so, it can be dangerous, and without extensive testing, it may unbalance existing content.
“No one ever made a difference by being like everyone else.”
― P.T. Barnum
Personally wish we could, just because my dms do like to throw in some variant rules to existing classes which changes how they play. Sorcerers for example in one of them are Constitution casters rather than Charisma due to the way magic works in his world. So being able to even just make a copy of existing ones, just with some of the mechanics changed would be nice to have as it's much easier for me to keep track of stuff via D&DBeyond.
You're never going to get more than pretty vague guidelines -- existing content was not created in all that systematic a manner, so detailed rules don't exist.
Actually, there's won't be a 5.5E. That is where One D&D comes in.
“No one ever made a difference by being like everyone else.”
― P.T. Barnum
One D&D is 5.5e, it's just not labeled as such.
I agree with vague guidelines, but who knows. With, at this point, all classes getting their subclass and features on a set progression (3rd, 6th, 10th, 14th) in 1D&D, it's more standardized and easier to build classes/subclasses to fit that "template". It's not perfect, but even with vague guidelines, it may be easier to create a new class then currently in 5E. But DDB homebrew probably won't support it.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Decent RPG career bro!