I am playing the starter campaign as a DM this time and I am trying to balance the campaign's artifacts to make the adventure fun and challenging. Also I modify these items to add another layer of depth to the character classes my group chose.
So far I modified the +1 Longsword "Talon" into +1Fist claws "Talons". The last thing I would love to change is its damage and versatile properties. The idea is that a single talon is a 1d8 + str + prof and two talons are 2d6 + str + prof targeted against one enemy. This item was tailored to a barbarian, who might become a Totem Warrior. The 2d6 mode should replace his Greatsword.
I also had to introduce firearms in this game. These are mostly for the cool factor, as these weapons are expensive and don't give much oomph in the battle, besides to only a couple of PCs, who will choose to cash out on the fancy weapon. The very first pistol will be a cheap rusty pistol with manual loading per action, but with a parry ability (inspired by BloodBorne and Sir Sildar Hallwinter). I want it to have 1d6 damage fixed. Only to hit value will change with proficiency. So here are two problems: how I can create a 1d6 range weapon, reloading? how do I add firearm proficiency to the character, so DnD beyond would add the proficiency value to hit? The other firearms will have different properties, including longer range, melee damage (transforming stiletto), dex damage modifier, faster load - first as bonus action, then loading as part of action, etc.
How do I create all of that if the editor only allows to base new weapons on the official ones?
My group likes the way I add and remove gameplay elements, so I have no problem with underpowered or overpowered items.
I don't know how to fix these issues other than to move off of Beyond and to paper character sheets. This site seems really cool until you try crafting your own gear, and then I find it to be clunky and unhelpful. There's a really cool site I found for random weak magic item generation, but it makes things like boots and bracelets, which Beyond has no option for in the Homebrew section. I've been running a hybrid system in my game to deal with Homebrew stuff, and it's not perfect, but I like creating my own gear, and Beyond isn't really capable of supporting what I've made.
Thanks for the reply! Looks like similar feature was requested by the users many times, so I guess for now I will use a hybrid system and keep making noise with everyone, so this feature gets the attention from the devs it deserves.
Hi fellow DMs,
I am playing the starter campaign as a DM this time and I am trying to balance the campaign's artifacts to make the adventure fun and challenging. Also I modify these items to add another layer of depth to the character classes my group chose.
So far I modified the +1 Longsword "Talon" into +1 Fist claws "Talons". The last thing I would love to change is its damage and versatile properties. The idea is that a single talon is a 1d8 + str + prof and two talons are 2d6 + str + prof targeted against one enemy. This item was tailored to a barbarian, who might become a Totem Warrior. The 2d6 mode should replace his Greatsword.
I also had to introduce firearms in this game. These are mostly for the cool factor, as these weapons are expensive and don't give much oomph in the battle, besides to only a couple of PCs, who will choose to cash out on the fancy weapon. The very first pistol will be a cheap rusty pistol with manual loading per action, but with a parry ability (inspired by BloodBorne and Sir Sildar Hallwinter). I want it to have 1d6 damage fixed. Only to hit value will change with proficiency. So here are two problems: how I can create a 1d6 range weapon, reloading? how do I add firearm proficiency to the character, so DnD beyond would add the proficiency value to hit? The other firearms will have different properties, including longer range, melee damage (transforming stiletto), dex damage modifier, faster load - first as bonus action, then loading as part of action, etc.
How do I create all of that if the editor only allows to base new weapons on the official ones?
My group likes the way I add and remove gameplay elements, so I have no problem with underpowered or overpowered items.
Thank you, folks!
I don't know how to fix these issues other than to move off of Beyond and to paper character sheets. This site seems really cool until you try crafting your own gear, and then I find it to be clunky and unhelpful. There's a really cool site I found for random weak magic item generation, but it makes things like boots and bracelets, which Beyond has no option for in the Homebrew section. I've been running a hybrid system in my game to deal with Homebrew stuff, and it's not perfect, but I like creating my own gear, and Beyond isn't really capable of supporting what I've made.
Thanks for the reply! Looks like similar feature was requested by the users many times, so I guess for now I will use a hybrid system and keep making noise with everyone, so this feature gets the attention from the devs it deserves.