If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
I believe it’s more a limitation of the system DDB uses than anything else. Basically, from what I’ve understood is we basically are using a “lite” version (or restricted version) for homebrew of what DDB uses to make official classes. If they opened it up to us, someone could inadvertently screw the existing classes in the system because they wouldn’t be separate things.
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.
How many of those actually work and apply to your character sheet though, and how many are just a counter and maybe some dice. Pact magic is one that would be hard, but unless somethings changed Ki Points are a counter you have to mark down, it's up to you to track what is in what spellbook, channel divinity is nothing that isn't already in subclasses, bardic is a counter and some dice, rage is just a counter, and then infusions are a bit more complex.
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
I believe it’s more a limitation of the system DDB uses than anything else. Basically, from what I’ve understood is we basically are using a “lite” version (or restricted version) for homebrew of what DDB uses to make official classes. If they opened it up to us, someone could inadvertently screw the existing classes in the system because they wouldn’t be separate things.
If this is true then DND Beyond needs to fire their lead programmer, there's no reason that allowing people to homebrew classes should impact existing classes that are already "published" in the websites system. It's a lazy answer and doesn't really make any sense when you critically think about it. Homebrew subslasses/feats/items/etc don't impact already "published" subclasses/feats/items/etc, why are classes different? If they are, then the coding for the site is screwed up and they should probably invest in a revamp just from a site security stand point.
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
I believe it’s more a limitation of the system DDB uses than anything else. Basically, from what I’ve understood is we basically are using a “lite” version (or restricted version) for homebrew of what DDB uses to make official classes. If they opened it up to us, someone could inadvertently screw the existing classes in the system because they wouldn’t be separate things.
If this is true then DND Beyond needs to fire their lead programmer, there's no reason that allowing people to homebrew classes should impact existing classes that are already "published" in the websites system. It's a lazy answer and doesn't really make any sense when you critically think about it. Homebrew subslasses/feats/items/etc don't impact already "published" subclasses/feats/items/etc, why are classes different? If they are, then the coding for the site is screwed up and they should probably invest in a revamp just from a site security stand point.
Well you have to remember that DDB was a third party system that had a license to publish official D&D products and only that. So, I assume since I no nothing about coding or the like, maybe the builder/homebrew tools was set up in a way that worked for exactly that. Publish only official content so there was no need to set it up to allow people to make classes because that was outside the license. Why pay people to develop a system to do something you legally cannot do.
Again, I know nothing about how to code or build a website so I could be way off on all of this. It’s just something I read somewhere or saw in a video years ago. I kind of think of it like if I got on my desktop and decided to start making changes in all my Windows 10 system files. It should all be fine right?
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
I believe it’s more a limitation of the system DDB uses than anything else. Basically, from what I’ve understood is we basically are using a “lite” version (or restricted version) for homebrew of what DDB uses to make official classes. If they opened it up to us, someone could inadvertently screw the existing classes in the system because they wouldn’t be separate things.
If this is true then DND Beyond needs to fire their lead programmer,
Pretty sure you're in luck there. :)
(OK, the developers in question may have left on their own, but as I understand it, most or all of the original staff has turned over.)
there's no reason that allowing people to homebrew classes should impact existing classes that are already "published" in the websites system. It's a lazy answer and doesn't really make any sense when you critically think about it. Homebrew subslasses/feats/items/etc don't impact already "published" subclasses/feats/items/etc, why are classes different? If they are, then the coding for the site is screwed up and they should probably invest in a revamp just from a site security stand point.
It's really more likely that there are no tools to make classes. Classes are complex and inconsistent enough that they almost certainly have to be added manually by a programmer. It may not be the way that I'd've designed the back-end, but it's certainly consistent with the way the DDB back-end seems to have been designed.
If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
I believe it’s more a limitation of the system DDB uses than anything else. Basically, from what I’ve understood is we basically are using a “lite” version (or restricted version) for homebrew of what DDB uses to make official classes. If they opened it up to us, someone could inadvertently screw the existing classes in the system because they wouldn’t be separate things.
If this is true then DND Beyond needs to fire their lead programmer,
Pretty sure you're in luck there. :)
(OK, the developers in question may have left on their own, but as I understand it, most or all of the original staff has turned over.)
there's no reason that allowing people to homebrew classes should impact existing classes that are already "published" in the websites system. It's a lazy answer and doesn't really make any sense when you critically think about it. Homebrew subslasses/feats/items/etc don't impact already "published" subclasses/feats/items/etc, why are classes different? If they are, then the coding for the site is screwed up and they should probably invest in a revamp just from a site security stand point.
It's really more likely that there are no tools to make classes. Classes are complex and inconsistent enough that they almost certainly have to be added manually by a programmer. It may not be the way that I'd've designed the back-end, but it's certainly consistent with the way the DDB back-end seems to have been designed.
This makes more sense than saying that allowing homebrew classes would somehow screw up the official classes that are already in the system
In my opinion it would be great, and argue what you want, but much effort, I dont think that is is because we already can make custom subclasses and we can change things from a class and even change things from the core so the ability to make your own classes would just make it easier
DDB should allow players to home brew classes by creating a copy of a similar class and making adjustments, much like the rest of the site. This wouldn't allow for unique dice rolling to be built in, but adding a different mix of existing features and traits would be a big win. The rest of the stuff would just need to be a text explanation with manual rolling of dice.
I feel like this should be obvious but if you think that D&D Beyond has the capabilities to cover every single possibility even without class creation abilities, you're clearly dead wrong. For example: I want to make an archetype that has all the same basic class features but a lot of different ways to play that. However, I don't want these class features to be anything that already exist, because I've found a niche that doesnt exist in the currently available classes. Ta-da! I now have a need for the ability to make classes. It's that simple. As for the mechanical necessities, yes it would be something that isn't easy to make possible but something that is also hard to make possible is creating the framework to homebrew... anything else. The only truly hard part would be organizing a way to make classes and subclasses interact. I have an idea right now that is impossible to realize on D&D Beyond because it doesn't allow me to make classes. Yes it would involve putting a lot of text into the creator, so what? That's what I want to do.
I find some of these replies to this topic beyond insulting.
You shouldnt crete your own class or try to port in a 2e Class unless you are Matt Mercer or Gary Gygax?
So you aren;t allowed to create your own Oriental Adventures, Al Qadim, Birthright, Norse, Celt, Arthurian campign unless you are a professional content creator?
I gues there is no reson to buy the new DMG because from these replies you shouldn't create your own campaign settng unless you are Ed Greenwood.
I gues people forget that D&D is SUPPOSED TO be a creativ game, a snbox even if you will. You should not be limited in what you are allowed to create bcause you aren't some supertar content creator and frankly that's a beyond disguting attitude to have. Its like saying you aren't allowed to write stories unless you are Stephen King.
For the person that said "I hve news for you"" well I have news for YOU, DDB isn't Squarespace, it isn't Google, and it isn't one of the most renowned creative spaces out there, it never will be.
It IS a platform that depends on its customers and if the powers that be and the DDB team keeps sitting on their thumb, not fixing simple isues from a decade ago like making ammo for example, and ignoes its fanbase and cutomers then when it folds shop lik it almost did during the "thing we don't talk about" then it will be deserved.
This also isn't 2022 lik when those posts were made just to be fair and I hope we re past thinking Matt Mercer still carries D&D single handedly on his back =)
Now give me as a customer a utility where I can make my Shaman voodoo priest class and subclss thanks.
I have a purchased book copy of Tasha's Cauldron of Everything before the digital bundles. I am creating 'Homebrew' of the class for my campaign so I do not have to again purchase the content on D&D Beyond.
I have a purchased book copy of Tasha's Cauldron of Everything before the digital bundles. I am creating 'Homebrew' of the class for my campaign so I do not have to again purchase the content on D&D Beyond.
You can homebrew subclasses, you can't homebrew base classes. Least last time I checked
I have a purchased book copy of Tasha's Cauldron of Everything before the digital bundles. I am creating 'Homebrew' of the class for my campaign so I do not have to again purchase the content on D&D Beyond.
You can homebrew subclasses, you can't homebrew base classes. Least last time I checked
All the classes are covered in the basic rules so you would only have to create the subclasses from Tasha’s, I believe is what they are doing.
I have a purchased book copy of Tasha's Cauldron of Everything before the digital bundles. I am creating 'Homebrew' of the class for my campaign so I do not have to again purchase the content on D&D Beyond.
You can homebrew subclasses, you can't homebrew base classes. Least last time I checked
All the classes are covered in the basic rules so you would only have to create the subclasses from Tasha’s, I believe is what they are doing.
Aside from the Artificer, yea homebrewing the Tasha's subclasses would work
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If we can make homebrewed feats we can make homebrew classes. All the options and flexibility exists in the system already. Just give players the option to use custom classes. I just got excited about a custom class I purchased off another site, and wanted to create the class here so I could use it in an campaign. But learning there is no option to make Homebrew classes here has me fairly disheartened.
I believe it’s more a limitation of the system DDB uses than anything else. Basically, from what I’ve understood is we basically are using a “lite” version (or restricted version) for homebrew of what DDB uses to make official classes. If they opened it up to us, someone could inadvertently screw the existing classes in the system because they wouldn’t be separate things.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
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.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
How many of those actually work and apply to your character sheet though, and how many are just a counter and maybe some dice. Pact magic is one that would be hard, but unless somethings changed Ki Points are a counter you have to mark down, it's up to you to track what is in what spellbook, channel divinity is nothing that isn't already in subclasses, bardic is a counter and some dice, rage is just a counter, and then infusions are a bit more complex.
but not archivist
If this is true then DND Beyond needs to fire their lead programmer, there's no reason that allowing people to homebrew classes should impact existing classes that are already "published" in the websites system. It's a lazy answer and doesn't really make any sense when you critically think about it. Homebrew subslasses/feats/items/etc don't impact already "published" subclasses/feats/items/etc, why are classes different? If they are, then the coding for the site is screwed up and they should probably invest in a revamp just from a site security stand point.
Well you have to remember that DDB was a third party system that had a license to publish official D&D products and only that. So, I assume since I no nothing about coding or the like, maybe the builder/homebrew tools was set up in a way that worked for exactly that. Publish only official content so there was no need to set it up to allow people to make classes because that was outside the license. Why pay people to develop a system to do something you legally cannot do.
Again, I know nothing about how to code or build a website so I could be way off on all of this. It’s just something I read somewhere or saw in a video years ago. I kind of think of it like if I got on my desktop and decided to start making changes in all my Windows 10 system files. It should all be fine right?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
What are the official rules for making a class?
what are the limits?
Pretty sure you're in luck there. :)
(OK, the developers in question may have left on their own, but as I understand it, most or all of the original staff has turned over.)
It's really more likely that there are no tools to make classes. Classes are complex and inconsistent enough that they almost certainly have to be added manually by a programmer. It may not be the way that I'd've designed the back-end, but it's certainly consistent with the way the DDB back-end seems to have been designed.
This makes more sense than saying that allowing homebrew classes would somehow screw up the official classes that are already in the system
In my opinion it would be great, and argue what you want, but much effort, I dont think that is is because we already can make custom subclasses and we can change things from a class and even change things from the core so the ability to make your own classes would just make it easier
If that was the case then why would they let you homebrew subclasses. That's a terrible answer that limits creativity.
DDB should allow players to home brew classes by creating a copy of a similar class and making adjustments, much like the rest of the site. This wouldn't allow for unique dice rolling to be built in, but adding a different mix of existing features and traits would be a big win. The rest of the stuff would just need to be a text explanation with manual rolling of dice.
I feel like this should be obvious but if you think that D&D Beyond has the capabilities to cover every single possibility even without class creation abilities, you're clearly dead wrong. For example: I want to make an archetype that has all the same basic class features but a lot of different ways to play that. However, I don't want these class features to be anything that already exist, because I've found a niche that doesnt exist in the currently available classes. Ta-da! I now have a need for the ability to make classes. It's that simple. As for the mechanical necessities, yes it would be something that isn't easy to make possible but something that is also hard to make possible is creating the framework to homebrew... anything else. The only truly hard part would be organizing a way to make classes and subclasses interact. I have an idea right now that is impossible to realize on D&D Beyond because it doesn't allow me to make classes. Yes it would involve putting a lot of text into the creator, so what? That's what I want to do.
I find some of these replies to this topic beyond insulting.
You shouldnt crete your own class or try to port in a 2e Class unless you are Matt Mercer or Gary Gygax?
So you aren;t allowed to create your own Oriental Adventures, Al Qadim, Birthright, Norse, Celt, Arthurian campign unless you are a professional content creator?
I gues there is no reson to buy the new DMG because from these replies you shouldn't create your own campaign settng unless you are Ed Greenwood.
I gues people forget that D&D is SUPPOSED TO be a creativ game, a snbox even if you will. You should not be limited in what you are allowed to create bcause you aren't some supertar content creator and frankly that's a beyond disguting attitude to have. Its like saying you aren't allowed to write stories unless you are Stephen King.
For the person that said "I hve news for you"" well I have news for YOU, DDB isn't Squarespace, it isn't Google, and it isn't one of the most renowned creative spaces out there, it never will be.
It IS a platform that depends on its customers and if the powers that be and the DDB team keeps sitting on their thumb, not fixing simple isues from a decade ago like making ammo for example, and ignoes its fanbase and cutomers then when it folds shop lik it almost did during the "thing we don't talk about" then it will be deserved.
This also isn't 2022 lik when those posts were made just to be fair and I hope we re past thinking Matt Mercer still carries D&D single handedly on his back =)
Now give me as a customer a utility where I can make my Shaman voodoo priest class and subclss thanks.
- Paying Customer
You can. D&D Beyond just won't provide you the tools to do it. Presumably because doing so is significant dev work.
I have a purchased book copy of Tasha's Cauldron of Everything before the digital bundles. I am creating 'Homebrew' of the class for my campaign so I do not have to again purchase the content on D&D Beyond.
You can homebrew subclasses, you can't homebrew base classes. Least last time I checked
All the classes are covered in the basic rules so you would only have to create the subclasses from Tasha’s, I believe is what they are doing.
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Aside from the Artificer, yea homebrewing the Tasha's subclasses would work