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Oh, I'd like to homebrew Paladin Aura's into homebrew items, feats, and homebrew races/classes. And/or extend additional Channel Divinity options to an existing class. (both in terms of upping the number of channel divinities that can be performed per short rest and new options).
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Oh, I'd like to have variable modifiers that are based on stats. So for example, if I did want to improve a saving throw by X, where X = character's intelligence modifier. Or an ability check, or whatever.
Right now you have "Fixed Value". What I'd want is also "Variable Value" then a drop down of choices that drives the variables. So for example I want to do something crazy like give a bonus to damage equal to 1/2 unspent ki points round down, or charisma modifier x 2, or charisma score divided by 3 round down, or number of extra attacks available to the character or number of level 4 spell slots unspent.
Being able to perform math functions on it (min, max, round up, round down, divide, multiply, etc) would be nice.
Also, I'd like to homebrew custom unarmed strikes that then count as Martial Arts Attack. The one currently I think does use dex but the text under actions doesn't show it as Martial Arts.
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Just the ability to make modifiers level specific would be good.
You can. Race and subclass features can scale or lock according to player or class levels respectively.
May i see an example of this so i can replicate it?
Im trying to make a flight speed increase based on character level. 15 ft at 5th, 20 ft at 7th, etc.
Easy for a subclass. I thought it could be automated for race, but turns out it requires a bit of work around. I was able to make options that grant flight speed and require a certain level for the option to appear, but trying to make them apply automatically ignores level requirements.
I thought race features could be set to different character levels, but it is just spells and options that do that.
Just the ability to make modifiers level specific would be good.
You can. Race and subclass features can scale or lock according to player or class levels respectively.
May i see an example of this so i can replicate it?
Im trying to make a flight speed increase based on character level. 15 ft at 5th, 20 ft at 7th, etc.
Easy for a subclass. I thought it could be automated for race, but turns out it requires a bit of work around. I was able to make options that grant flight speed and require a certain level for the option to appear, but trying to make them apply automatically ignores level requirements.
I thought race features could be set to different character levels, but it is just spells and options that do that.
Yea, this is what ive found in my studies too. For now if used the option method, as it is for personal use, but i would like to see a way to automate this.
I'd like a way to directly adjust Spellcasting Modifier:
Adjust the modifier directly, not just Spell Attack & Spell Save DC
Adjust modifier to a specific class Spellcasting Modifier (i.e., +2 to Sorceror spells, but Cleric spells remain untouched)
I'd also like a detailed list of what all the existing homebrew properties actually DO. There are so many options in there that just flat out seem like they don't do anything, or are just obscure without any documentation (Bonus--Magic.. wtf does this even actually do?).
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I'd also like a detailed list of what all the existing homebrew properties actually DO. There are so many options in there that just flat out seem like they don't do anything, or are just obscure without any documentation (Bonus--Magic.. wtf does this even actually do?).
There are some homebrew guides pinned to the top of the homebrew forum. DDB doesnt want to make a homebrew guide themselves, because they plan to completely change it (no word on when).
As to what the "magic" modifier does: it is used on magic weapons to bonus hit and damage equal to the fixed value of the bonus.
The ability to add notes to class>feature>action>weapon.
I see the notes section for the weapon in my character sheet (action attacks), but have no idea how to put something in there (like properties. i would very much like to add properties to class weapons)
I'd also like a detailed list of what all the existing homebrew properties actually DO. There are so many options in there that just flat out seem like they don't do anything, or are just obscure without any documentation (Bonus--Magic.. wtf does this even actually do?).
There are some homebrew guides pinned to the top of the homebrew forum. DDB doesnt want to make a homebrew guide themselves, because they plan to completely change it (no word on when).
As to what the "magic" modifier does: it is used on magic weapons to bonus hit and damage equal to the fixed value of the bonus.
Ahh thanks! I was looking at armor/trinkets. No wonder it didn't do anything, and also proves the point! All the guides I've seen don't have a list of the existing modifier properties.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I want to be able to create feats with game mechanics options not just text descriptions.
That limitation explains why magic adept isn't a single feat...
Actually, the fact that magic adept can be taken multiple times is the reason it is multiple feats. Other feats have options (I do agree with your initial point, that feat options are limited and should be expanded).
I'd like to build options into magical items. A simple example would be Artifacts where we can give them Minor and Major benefits or detriments. Ideally, create the artifact, setup the options, and then when at the table they are rolled it's a simple drop down to select the option and have it "activate". Rather than homebrewing it every time with different options. This is especially helpful when I run multiple campaigns with different players and want to use the same Artifact (or generally speaking magical item, but want to vary things up within a range).
I'd like to be able to add feats into magical items (from a drop down list of available Feats).
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I want to be able to create feats with game mechanics options not just text descriptions.
That limitation explains why magic adept isn't a single feat...
Actually, the fact that magic adept can be taken multiple times is the reason it is multiple feats. Other feats have options (I do agree with your initial point, that feat options are limited and should be expanded).
The crux of my issue is that the feat options are just text, unlike class and race options that can have attributes, spells, abilities, and level scaling attached based on the selection. I suppose that makes sense about the magic adept though.
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
This is one of the things about 5e that bugs me the most: ASI/feats gated as class features rather than as character features. Why? Multi-classing.
The #1 aspect of the 5e design philosophy is simplification, and this is oh so very not simple. Yes, MCs inherently make everything more difficult, and I absolutely understand that the current system is one way to discourage cheesy MC abuse. However, I feel that the current system overly punishes those that choose to MC in general, and particularly those that are playing a MC character starting from low level (progression permanently delayed; earliest ASI/feat at level 5, possibly not getting any ASI or feats until level 7+).
Is this a huge deal for players that either start their campaign at a higher level, or those that only MC farther into the campaign? Not really, no. Is it going to matter for the Fighter/Wizard starting from scratch? Yeah, that's a pretty big deal. Further, this makes planning a character complicated. Which class(es) does my character need to bring the concept "online"? How many levels of each class do I absolutely need? Which class am I going to take at each level up from 1-20? Am I going to significantly under-perform until a particular level? Am I going to have 6 levels of no appreciable growth, a huge burst for 2 levels, and then back to stagnation for (x) levels?
I would really like to see an option to have ASI/Feat progression be based on character level (like proficiency bonus) for the standard ASI that every class gets at 4/8/12/16/19. Leave the extra ASIs that Fighters & Rogues can get as class features; these ones are literally class features that are rewards for taking a specific class to a specific level. Make the option a character/campaign option that can be toggled like how encumbrance, coin weight, CR/UA/Homebrew content, etc.
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You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
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I would also like to see the ability to customize damage and attack rolls in preparation for dice rolling. IE in Roll20 20 we can do things like:
d20cs>19 to crit on 19s or 20s
or 1d12ro2 (rerolls).
Homebrewing Fighting Styles would be nice. We homebrewed a "Unarmed Fighting Style" that let's us re-roll 1s once on damage dice.
Want to see Virtual Table Top like no other before it built within DnDBeyond.com? Upvote the feature request. It's 2nd highest voted so far:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/115008597088-Virtual-Tabletop-Gameboard
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
Just the ability to make modifiers level specific would be good.
You can. Race and subclass features can scale or lock according to player or class levels respectively.
Oh, I'd like to homebrew Paladin Aura's into homebrew items, feats, and homebrew races/classes. And/or extend additional Channel Divinity options to an existing class. (both in terms of upping the number of channel divinities that can be performed per short rest and new options).
Want to see Virtual Table Top like no other before it built within DnDBeyond.com? Upvote the feature request. It's 2nd highest voted so far:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/115008597088-Virtual-Tabletop-Gameboard
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
Oh, I'd like to have variable modifiers that are based on stats. So for example, if I did want to improve a saving throw by X, where X = character's intelligence modifier. Or an ability check, or whatever.
Right now you have "Fixed Value". What I'd want is also "Variable Value" then a drop down of choices that drives the variables. So for example I want to do something crazy like give a bonus to damage equal to 1/2 unspent ki points round down, or charisma modifier x 2, or charisma score divided by 3 round down, or number of extra attacks available to the character or number of level 4 spell slots unspent.
Being able to perform math functions on it (min, max, round up, round down, divide, multiply, etc) would be nice.
Also, I'd like to homebrew custom unarmed strikes that then count as Martial Arts Attack. The one currently I think does use dex but the text under actions doesn't show it as Martial Arts.
Want to see Virtual Table Top like no other before it built within DnDBeyond.com? Upvote the feature request. It's 2nd highest voted so far:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/115008597088-Virtual-Tabletop-Gameboard
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
May i see an example of this so i can replicate it?
Im trying to make a flight speed increase based on character level. 15 ft at 5th, 20 ft at 7th, etc.
even without the math would be nice
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Easy for a subclass. I thought it could be automated for race, but turns out it requires a bit of work around. I was able to make options that grant flight speed and require a certain level for the option to appear, but trying to make them apply automatically ignores level requirements.
I thought race features could be set to different character levels, but it is just spells and options that do that.
Yea, this is what ive found in my studies too. For now if used the option method, as it is for personal use, but i would like to see a way to automate this.
A way to adjust Turning Save DCs, say with a magic item.
Thank you!
After the game, the king and the pawn go into the same box. – Proverb
I'd like a way to directly adjust Spellcasting Modifier:
I'd also like a detailed list of what all the existing homebrew properties actually DO. There are so many options in there that just flat out seem like they don't do anything, or are just obscure without any documentation (Bonus--Magic.. wtf does this even actually do?).
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
There are some homebrew guides pinned to the top of the homebrew forum. DDB doesnt want to make a homebrew guide themselves, because they plan to completely change it (no word on when).
As to what the "magic" modifier does: it is used on magic weapons to bonus hit and damage equal to the fixed value of the bonus.
The ability to add notes to class>feature>action>weapon.
I see the notes section for the weapon in my character sheet (action attacks), but have no idea how to put something in there (like properties. i would very much like to add properties to class weapons)
Ahh thanks! I was looking at armor/trinkets. No wonder it didn't do anything, and also proves the point! All the guides I've seen don't have a list of the existing modifier properties.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.
I want to be able to create feats with game mechanics options not just text descriptions.
That limitation explains why magic adept isn't a single feat...
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
Actually, the fact that magic adept can be taken multiple times is the reason it is multiple feats. Other feats have options (I do agree with your initial point, that feat options are limited and should be expanded).
I'd like to build options into magical items. A simple example would be Artifacts where we can give them Minor and Major benefits or detriments. Ideally, create the artifact, setup the options, and then when at the table they are rolled it's a simple drop down to select the option and have it "activate". Rather than homebrewing it every time with different options. This is especially helpful when I run multiple campaigns with different players and want to use the same Artifact (or generally speaking magical item, but want to vary things up within a range).
I'd like to be able to add feats into magical items (from a drop down list of available Feats).
Want to see Virtual Table Top like no other before it built within DnDBeyond.com? Upvote the feature request. It's 2nd highest voted so far:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/115008597088-Virtual-Tabletop-Gameboard
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
The crux of my issue is that the feat options are just text, unlike class and race options that can have attributes, spells, abilities, and level scaling attached based on the selection. I suppose that makes sense about the magic adept though.
Please check out my home-brewed Races, Spells, Feats, Magic Items, Backgrounds, and Subclasses.
I'd like to add Fighting Style (specific and drop down choice) as a Modifier to magic items.
Want to see Virtual Table Top like no other before it built within DnDBeyond.com? Upvote the feature request. It's 2nd highest voted so far:
https://dndbeyond.zendesk.com/hc/en-us/community/posts/115008597088-Virtual-Tabletop-Gameboard
NOTE: You will need to setup a zendesk account (which is not your DnDBeyond.com account, the team uses this 3rd party software). It's easy to do and your votes are needed!
This is one of the things about 5e that bugs me the most: ASI/feats gated as class features rather than as character features. Why? Multi-classing.
The #1 aspect of the 5e design philosophy is simplification, and this is oh so very not simple. Yes, MCs inherently make everything more difficult, and I absolutely understand that the current system is one way to discourage cheesy MC abuse. However, I feel that the current system overly punishes those that choose to MC in general, and particularly those that are playing a MC character starting from low level (progression permanently delayed; earliest ASI/feat at level 5, possibly not getting any ASI or feats until level 7+).
Is this a huge deal for players that either start their campaign at a higher level, or those that only MC farther into the campaign? Not really, no. Is it going to matter for the Fighter/Wizard starting from scratch? Yeah, that's a pretty big deal. Further, this makes planning a character complicated. Which class(es) does my character need to bring the concept "online"? How many levels of each class do I absolutely need? Which class am I going to take at each level up from 1-20? Am I going to significantly under-perform until a particular level? Am I going to have 6 levels of no appreciable growth, a huge burst for 2 levels, and then back to stagnation for (x) levels?
I would really like to see an option to have ASI/Feat progression be based on character level (like proficiency bonus) for the standard ASI that every class gets at 4/8/12/16/19. Leave the extra ASIs that Fighters & Rogues can get as class features; these ones are literally class features that are rewards for taking a specific class to a specific level. Make the option a character/campaign option that can be toggled like how encumbrance, coin weight, CR/UA/Homebrew content, etc.
You don't know what fear is until you've witnessed a drunk bird divebombing you while carrying a screaming Kobold throwing fire anywhere and everywhere.