All of these updates are so cool! What will be next? A homebrew race option?
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Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
And to think some people still don't understand how this is different to a PDF and worthy of a fee. You guys have done so much, and continue to do so.
I couldn't even pretend to understand how big your wireframe must have been when trying to map out all the variables, conditional logic and dependencies.
Will there be a way to turn off customization, as one can disable homebrew? I swear I'm a nice DM, but I have a lot of new players and I don't necessarily want them playing with the fiddly bits.
I've seen a toggle on the first customisation page of the character to restrict access to homebrew. Where you set experience method, encumberance and HP, etc.
Loving the new customisation options but after playing with them I wanted to provide some feedback.
On the custom attacks section, the proficiency checkbox and stat selection do not appear to be adding to the to hit and damage numbers. I.e. I have a level 7 Ranger with 13 Strength. If I create a custom attack, let's call it "Thrown Rock", that ties to Strength, does 1d6 + 2 Bludgeoning damage and for some reason I am proficient. I would expect a to hit of +4 and damage of 1d6 + 3, instead the digital sheet shows +0 and 1d6 + 2.
Where magic weapons deal additional damage dice I think it would be very useful to:
Display the additional damage dice within the header alongside the to hit bonus and basic damage, possibly colour coding by damage type so weapon damage is black, fire is red, cold is pale blue etc.
Allow the addition of additional damage dice and damage type in the customisation options
Duplicate weapon entries in the attacks section so that weapons with multiple damage modes such as Flame Tongue, Dwarven Thrower or Dragon Slayer can have an attack entry for "normal" mode and another for "special" mode without having to equip a duplicate item (which would affect encumbrance). I.e. I could duplicate the Dragon Slayer and have attack entries "Dragon Slayer Longsword (normal) to hit: +9 damage: 1d8+6" and "Dragon Slayer Longsword (vs Dragons) to hit: +9 damage: 1d8+6+3d6"
I've seen a toggle on the first customisation page of the character to restrict access to homebrew. Where you set experience method, encumberance and HP, etc.
Yup :) I just wanted to have the same ability to toggle on and off for the new custom attacks and movement.
I've seen a toggle on the first customisation page of the character to restrict access to homebrew. Where you set experience method, encumberance and HP, etc.
Yup :) I just wanted to have the same ability to toggle on and off for the new custom attacks and movement.
Upon release will everything be customizable? Specific example: If my class doesn't allow me to have a feat at 1st level but my DM allows me to have one, I'd rather just be able to add it in instead of homebrewing a whole class. Will those types of fields be able to be added even if they don't match with what a character "should" get?
Upon release will everything be customizable? Specific example: If my class doesn't allow me to have a feat at 1st level but my DM allows me to have one, I'd rather just be able to add it in instead of homebrewing a whole class. Will those types of fields be able to be added even if they don't match with what a character "should" get?
As far as I understand, the current homebrew is limited to spells, items and monsters. A whole lot of stuff is in the works, but we don't have an exact priority list. I myself am interested in custom/homebrew feats for example.
Upon release will everything be customizable? Specific example: If my class doesn't allow me to have a feat at 1st level but my DM allows me to have one, I'd rather just be able to add it in instead of homebrewing a whole class. Will those types of fields be able to be added even if they don't match with what a character "should" get?
As far as I understand, the current homebrew is limited to spells, items and monsters. A whole lot of stuff is in the works, but we don't have an exact priority list. I myself am interested in custom/homebrew feats for example.
Right. I am not even talking about homebrewing the feat. I am just saying I'd like to have the ability to add a feat to my character sheet even if the usual progression would not have one for him. On paper it is easy. On beyond, so far I can't add the feat because it follows only what the book says you can have.
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I thought so. Just verifying. Thanks again.
AD
All of these updates are so cool! What will be next? A homebrew race option?
Devious serpent folk devoid of compassion, yuan-ti manipulate other creatures by arousing their doubts, evoking their fears, and elevating and crushing their hopes. From remote temples in jungles, swamps, and deserts, the yuan-ti plot to supplant and dominate all other races and to make themselves gods.
Great update! Will there be another update on the character builder before or on launch day? Thanks!
*eyes the Features and Description boxes*
I'm on the DM's Guild: click here
Is there still a plan for making an app, or is it just access the site with your phone?
Loving the customisation options!
Is there any chance on adding customisation options in the exact same way for senses and defences?
Mega Threads - Staff Quotes - Useful Resources - Homebrew FAQ - Pricing FAQ
NICE!
Language choices seem to still be missing from variant humans.
Still forcing language/tool choice in backgrounds instead of allowing either/or.
Stone of Good Luck (Luckstone) is also still not adding its bonus to all ability checks, whether proficient or not (including initiative).
"Most people are other people. Their thoughts are someone else's opinions, their lives a mimicry, their passions a quotation."
― Oscar Wilde.
thanks for the update BadEye.
And to think some people still don't understand how this is different to a PDF and worthy of a fee. You guys have done so much, and continue to do so.
I couldn't even pretend to understand how big your wireframe must have been when trying to map out all the variables, conditional logic and dependencies.
Can't wait for release.
Will there be a way to turn off customization, as one can disable homebrew? I swear I'm a nice DM, but I have a lot of new players and I don't necessarily want them playing with the fiddly bits.
I'm on the DM's Guild: click here
I've seen a toggle on the first customisation page of the character to restrict access to homebrew. Where you set experience method, encumberance and HP, etc.
Loving the new customisation options but after playing with them I wanted to provide some feedback.
I'm on the DM's Guild: click here
Upon release will everything be customizable? Specific example: If my class doesn't allow me to have a feat at 1st level but my DM allows me to have one, I'd rather just be able to add it in instead of homebrewing a whole class. Will those types of fields be able to be added even if they don't match with what a character "should" get?
As far as I understand, the current homebrew is limited to spells, items and monsters. A whole lot of stuff is in the works, but we don't have an exact priority list. I myself am interested in custom/homebrew feats for example.