Is there a way to give an ability multiple granted options?
For this example, all abilities are at level 3. let’s say the player has to choose an ability that all other abilities in the class will focus on. Eg, improving a specific ability score. So the first ability is choosing that, then the second ability actually gives an adjustment but lets also say that ability gives one general option for all choices (+1 to all stat scores) and an option for your specific choice (eg if you chose STR score you’d get a + 2 to strength). Is it possible to make those options grouped into one ability, or am I going to have to separate them into two separate identical abilities.
keep in mind I know this is game braking I’m just giving an example of what I want not what I’m actually doing which is damage type for an ability to be specific.
Then feature B can have, say, 6 “granted” Options for the sake of this example, Options 2-1, 2-2, 2-3, 2-4, 2-5, & 2-6. Then you could program both 2-1 & 2-2 to use feature A’s Option 1-1 as their prerequisite. Okay?
Under that👆scenario, if the player chooses Option 1-1 from feature A for their character, then feature B would automatically grant feature B’s Options 2-1 & 2-2 to that character. Make sense?
Yes. That is what I was clarifying. It’s not really spelled out like that in your frequently asked questions and I’m kind of doing this while working so it’s kind of difficult to be super attentive and accurate right now. But there is 1 option I want to be applied to the class no matter what option is selected in feature A (in your example). I realize now I will need to make copies of the same option in feature B and attach it to each option on feature A to accomplish that. Thank you.
Yes. That is what I was clarifying. It’s not really spelled out like that in your frequently asked questions and I’m kind of doing this while working so it’s kind of difficult to be super attentive and accurate right now. But there is 1 option I want to be applied to the class no matter what option is selected in feature A (in your example). I realize now I will need to make copies of the same option in feature B and attach it to each option on feature A to accomplish that. Thank you.
Anything you want granted no matter what they choose should be attached directly to the feature itself and not nested in an Option.
As I am continually working towards improving that FAQ, how can I make that section clearer and easier to understand?
I tried that but only the action attached directly was showing up and none of the option's actions were. I had saved multiple times and gave it some time (because I noticed that works sometimes) but no dice. I even deleted the test character and started from scratch to see if that would change anything and it did not. that’s why I am on the forum. But I think the workaround of just creating it multiple times for each option will work as labor intensive as it is.
as for the FAQ, from what I recall, it goes into how to make multiple options for a drop-down list. Not necessarily my specific problem, which was automatically adding multiple options to a single feature. From what I see in .6 as well you go into that you can replace a class feature by making the exact same class feature in the subclass, but don’t really go into details about how to do that.
Though honestly I haven’t read through the whole thing yet so I could be missing it and be unintentionally doing so.
I tried that but only the action attached directly was showing up and none of the option's actions were. I had saved multiple times and gave it some time (because I noticed that works sometimes) but no dice. I even deleted the test character and started from scratch to see if that would change anything and it did not. that’s why I am on the forum. But I think the workaround of just creating it multiple times for each option will work as labor intensive as it is.
Something in your Options must have been incorrectly programmed or something then, because that should have worked. I have had Actions attached to a base subclass feature and Actions attached to Options that were part of the same feature all working at the same time on more than one subclass I’ve built. For example, an Action to track limited uses attached to a subclass feature and the specific Actions they fuel attached to the feature’s Options and such. It really should have worked.
If you get a chance, please try it again with something unimportant just to see if it works and lemme know if it does or not. If it doesn’t I’ll try to help you troubleshoot it to get it to work. I’d really appreciate it.
as for the FAQ, from what I recall, it goes into how to make multiple options for a drop-down list. Not necessarily my specific problem, which was automatically adding multiple options to a single feature. From what I see in .6 as well you go into that you can replace a class feature by making the exact same class feature in the subclass, but don’t really go into details about how to do that.
Though honestly I haven’t read through the whole thing yet so I could be missing it and be unintentionally doing so.
Ahh, I guess I can understand what you mean. When I wrote it I kinda just figured if I explained how to set it up with one Option, that it would be obvious it would work for multiple Options. I’ll see what I can do.
As for the part about replacing a base class feature with a subclass feature, I did write that it just needs to have the same name. For example, if you make a Barbarian subclass and give it a feature named “Rage,” it’ll replace the base class’s Rage feature. It doesn’t really matter what the replacement feature says or does, it just needs to have the same name. If you want detailed instructions on how to accurately recreate each and every single base class feature in the game however, that’s not something I’m actually prepared to do as it would take FOR-FLIPPIN’-EVER, and I ain’t got that kinda time. Ya’know?
If you get a chance, please try it again with something unimportant just to see if it works and lemme know if it does or not. If it doesn’t I’ll try to help you troubleshoot it to get it to work. I’d really appreciate it.
It worked 🙄 I don’t know why I’d didn’t work before but it’s working now.
As for the part about replacing a base class feature with a subclass feature, I did write that it just needs to have the same name. For example, if you make a Barbarian subclass and give it a feature named “Rage,” it’ll replace the base class’s Rage feature. It doesn’t really matter what the replacement feature says or does, it just needs to have the same name. If you want detailed instructions on how to accurately recreate each and every single base class feature in the game however, that’s not something I’m actually prepared to do as it would take FOR-FLIPPIN’-EVER, and I ain’t got that kinda time. Ya’know?
yeah I get it. Thanks for helping me and sorry for wasting your time.
Nono, it wasn’t a waste of my time at all. I’m always willing to help out with people’s ’brews. If you ever need assistance again in future don’t hesitate to ask!
Is there a way to give an ability multiple granted options?
For this example, all abilities are at level 3. let’s say the player has to choose an ability that all other abilities in the class will focus on. Eg, improving a specific ability score. So the first ability is choosing that, then the second ability actually gives an adjustment but lets also say that ability gives one general option for all choices (+1 to all stat scores) and an option for your specific choice (eg if you chose STR score you’d get a + 2 to strength). Is it possible to make those options grouped into one ability, or am I going to have to separate them into two separate identical abilities.
keep in mind I know this is game braking I’m just giving an example of what I want not what I’m actually doing which is damage type for an ability to be specific.
A granted Option requires a prerequisite of another Option from a different feature. You can read a full walkthrough all about properly setting up Options in the Homebrew Subclasses & Species FAQ #1: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq). If you need more assistance or need any more questions answered don’t hesitate.
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So in essence, I’m missing making 2 options for each prerequisite option?
What do you mean?
Suppose feature A has, say, 3 Options, #s 1-1, 1-2, & 1-3. Okay?
Then feature B can have, say, 6 “granted” Options for the sake of this example, Options 2-1, 2-2, 2-3, 2-4, 2-5, & 2-6. Then you could program both 2-1 & 2-2 to use feature A’s Option 1-1 as their prerequisite. Okay?
Under that👆scenario, if the player chooses Option 1-1 from feature A for their character, then feature B would automatically grant feature B’s Options 2-1 & 2-2 to that character. Make sense?
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Yes. That is what I was clarifying. It’s not really spelled out like that in your frequently asked questions and I’m kind of doing this while working so it’s kind of difficult to be super attentive and accurate right now. But there is 1 option I want to be applied to the class no matter what option is selected in feature A (in your example). I realize now I will need to make copies of the same option in feature B and attach it to each option on feature A to accomplish that. Thank you.
Anything you want granted no matter what they choose should be attached directly to the feature itself and not nested in an Option.
As I am continually working towards improving that FAQ, how can I make that section clearer and easier to understand?
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I tried that but only the action attached directly was showing up and none of the option's actions were. I had saved multiple times and gave it some time (because I noticed that works sometimes) but no dice. I even deleted the test character and started from scratch to see if that would change anything and it did not. that’s why I am on the forum. But I think the workaround of just creating it multiple times for each option will work as labor intensive as it is.
as for the FAQ, from what I recall, it goes into how to make multiple options for a drop-down list. Not necessarily my specific problem, which was automatically adding multiple options to a single feature. From what I see in .6 as well you go into that you can replace a class feature by making the exact same class feature in the subclass, but don’t really go into details about how to do that.
Though honestly I haven’t read through the whole thing yet so I could be missing it and be unintentionally doing so.
Something in your Options must have been incorrectly programmed or something then, because that should have worked. I have had Actions attached to a base subclass feature and Actions attached to Options that were part of the same feature all working at the same time on more than one subclass I’ve built. For example, an Action to track limited uses attached to a subclass feature and the specific Actions they fuel attached to the feature’s Options and such. It really should have worked.
If you get a chance, please try it again with something unimportant just to see if it works and lemme know if it does or not. If it doesn’t I’ll try to help you troubleshoot it to get it to work. I’d really appreciate it.
Ahh, I guess I can understand what you mean. When I wrote it I kinda just figured if I explained how to set it up with one Option, that it would be obvious it would work for multiple Options. I’ll see what I can do.
As for the part about replacing a base class feature with a subclass feature, I did write that it just needs to have the same name. For example, if you make a Barbarian subclass and give it a feature named “Rage,” it’ll replace the base class’s Rage feature. It doesn’t really matter what the replacement feature says or does, it just needs to have the same name. If you want detailed instructions on how to accurately recreate each and every single base class feature in the game however, that’s not something I’m actually prepared to do as it would take FOR-FLIPPIN’-EVER, and I ain’t got that kinda time. Ya’know?
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It worked 🙄 I don’t know why I’d didn’t work before but it’s working now.
yeah I get it. Thanks for helping me and sorry for wasting your time.
Nono, it wasn’t a waste of my time at all. I’m always willing to help out with people’s ’brews. If you ever need assistance again in future don’t hesitate to ask!
Creating Epic Boons on DDB
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