Right now we have the ability to create a counter that decreases in value through the "Action" feature. It would be great if we could have a counter that increases in value.
I'll use the "Lucky" feat counter as an example of a decreasing in value counter. As you use the Lucky feat, the counter decreases as the feat is used. However, in MOoT, the Piety system is a great example of a need for an increasing in value counter. At this time, the Piety system cannot be implemented because the necessary infrastructure isn't there - ie. they don't have a way to create a counter that increases in value from a default state of 0. Currently there is no easy way to accomplish that feat other than manually entering in the information. Granted, once a decreasing in value starts to decrease, it can then increase - its default state is always the max value of whatever. An increasing in value counter's default state would be 0.
I'll use the "Lucky" feat counter as an example of a decreasing in value counter. As you use the Lucky feat, the counter decreases as the feat is used. However, in MOoT, the Piety system is a great example of a need for an increasing in value counter. At this time, the Piety system cannot be implemented because the necessary infrastructure isn't there - ie. they don't have a way to create a counter that increases in value from a default state of 0. Currently there is no easy way to accomplish that feat other than manually entering in the information. Granted, once a decreasing in value starts to decrease, it can then increase - its default state is always the max value of whatever. An increasing in value counter's default state would be 0.
Does that clarify?
sort of, but Lucky is an expendable resource. Just like any other recourse; magic items, spells, features like sorcery points or ki points.. just go to the feature and 'replenish' them. Clicking on the feature/ability/spell depletes the resource because you're using it. Just go back to the feature/spell/etc and just replenish to where you need it to now be.
Regarding the piety feature, I haven't really seen any implementation, but if it's like the Sanity or Morality system, its an optional one and even if it wasn't I doubt they'll implement it into the character sheets... but something like that, I simply figured to put it in the notes tab and under either Allies or Orgs put 'worshiper of x - 7 points, ally of the y noble family, Chavelle, rank 1 of the Order of the gauntlets', etc and just manually increase it. Honestly, I see no reason to clog up the character sheet with a dynamic slider for an optional rule/feature. What if there are multiple deities? What if there are none?
so you are aware, Piety is not an optional rule in MOoT. As far as "clogging up" the character sheet - having the ability to implement something is very different than having it baselined into a Sheet. If a DM wants their players to have a resource that is designed to be accrued prior to being spent; they should have the option.
Your work around is good - its pretty much exactly what has to be done. That being said - we shouldn't have to come up with "work arounds" and the expendable resource function is already built into the infrastructure so implementation of resource acquisition or at least setting the counter at a desired minimum and maximum separately should be a relatively simple matter, from a coding perspective. YMMV
Piety is most definitely an optional rule, especially with the fact that not every campaign is set in Theros. So having it built in to the character sheet would indeed clog it up for non-Theros characters.
But even so, your only issue is with piety, you can still manually replenish any other resource.
so you are aware, Piety is not an optional rule in MOoT. As far as "clogging up" the character sheet - having the ability to implement something is very different than having it baselined into a Sheet. If a DM wants their players to have a resource that is designed to be accrued prior to being spent; they should have the option.
Your work around is good - its pretty much exactly what has to be done. That being said - we shouldn't have to come up with "work arounds" and the expendable resource function is already built into the infrastructure so implementation of resource acquisition or at least setting the counter at a desired minimum and maximum separately should be a relatively simple matter, from a coding perspective. YMMV
you'd be wrong on that one... much like any other ressources, the DM decides whats optionnal and whats not. after all, factions aren't optionnal, yet you don't see it on the character sheet ? why ? because while it is in the book and raw and usefull.... it is up to the DM to see if he uses that or not. Same with piety, sure in the book it is not optionnal... but what is, is the fact that right at the beginning they say "IF YOU WISH TO USE IT" which means it is up to the DM to choose. players are not forced to use it in any capacity or form.
also, aside from the rulings into the original 3 books... DMG, PHB and MM... everything else has always been "SUPPLEMENT" and supplement is always optionnal. thus the theros book is optionnal to the regular book.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
Ability to change which stat Initiative is based off of. Heck, make Imitative customizable in the character sheet.
Adding a Source field. Everything on the Features & Traits tab cites a source book and page except Homebrew. Obviously anyone that uses this field couldn't publish this homebrew because of copyright rules. But not every homebrew has to be published. I've made 4 pages of stuff but only published one.
Ability to upload a picture on Backgrounds. Heck, ability to upload a picture on any homebrew.
Eldritch Invocations in Warlock subclass.
Why is level 3 a required level when making a Druid subclass? I have to make a level 3 class feature, set its display order to 9, call it . ., with the description of . for most of my Druid subclasses. Only Circle of the Land has 3rd level stuff. Copies of other official Druid subclasses don't have level 3. It makes no sense
Ability to change which stat Initiative is based off of. Heck, make Imitative customizable in the character sheet.
Initiative is a Dexterity check. Couldn't you just ask for a different type of stat as initiative as the DM,, and get the same effect?
There's subclasses out there that make Initiative something other than DEX. I know any table can have any rules the DM wants. But I'm making subclasses
Ability to change which stat Initiative is based off of. Heck, make Imitative customizable in the character sheet.
Initiative is a Dexterity check. Couldn't you just ask for a different type of stat as initiative as the DM,, and get the same effect?
There's subclasses out there that make Initiative something other than DEX. I know any table can have any rules the DM wants. But I'm making subclasses
Something around the lines of "When rolling initiative, you may use STR in replacement of DEX" ?
one has to wonder how str or charisma can make you go faster ?
i can understand int or even wis. but charisma, str and constitution i have a really hard time understanding how it can be used.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
one has to wonder how str or charisma can make you go faster ?
i can understand int or even wis. but charisma, str and constitution i have a really hard time understanding how it can be used.
It doesn't make you MOVE faster, but the classes that get other modifiers use their other abilities to augment the sense of danger. War Wizard uses Int to augment, because they understand the concepts of battle better than most people allowing them interpret the information faster than others might.
one has to wonder how str or charisma can make you go faster ?
i can understand int or even wis. but charisma, str and constitution i have a really hard time understanding how it can be used.
It doesn't make you MOVE faster, but the classes that get other modifiers use their other abilities to augment the sense of danger. War Wizard uses Int to augment, because they understand the concepts of battle better than most people allowing them interpret the information faster than others might.
Adjusting range on items would be great.
which is what i am saying... intellect and wisdom i can understand. strength... hos is that helping you go faster then others in initiative ? how is, being able to hold that two handed mace able to make you act before others ? how is your body constitution helping you acting before the others ? how is your strength of character able to act before the others ? we're talking initiative here, thus acting before the others in combat. how is any of those 3 helping you with that ? it doesn't matter that as a DM you just want others to ave god stats. the reality is... if it doesn't make sense your players won't love it more. it still needs to make sense.
intellect allows you to sherlock holme the shit out of it, you see the monster movement your brain picks it up as dangerous and you just know your opponent is gonna move to you and attack you in a wide arc.
Wisdom tells you that the movement from the feet toward you is dangerous as well as its facial expression. your insight of him tells you, you lost him, he's attacking ! that prepares you for the upcoming attack.
Dexterity, something out of the corner of your eyes activates your reflexes and draw your blade put it under the neck of the child next to you who just threw a rock at you.
those are pretty self explanatory... the other three... not so much...
Strength, the enemy is throwing a rock at me, i ... euh... dodge it by doing a push ups ?!? Consitution, the enemy is running at me with axes... i euh... stand there and strengten my pectoral muscles ?!? Charisma, The enemy is casting flame strike... i euh... Wink at him in hope it stops him from acting in order for me to move and attack him first ?!?
see those are not really making any sense. thats because initiative, is about acting before the enemy actually moves. not being caught flat footed.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
IRL, Dexterity is just hand manipulation and hand-eye coordination. “Speed” is actually a function of strength. The more strength someone has, the more efficient they can propel their mass over distance.
That's one of the thing you shouldn't be doing though. giving specific slots for a specific use. like the magic initiate feat is one thing. the person is stuck to that spell. but giving the ability to get more spell slots that can cast anything from your arsenal may just break the bounded accuracy and make the game much more difficult and the characters much more powerfull.
a good exemple of this are scrolls ! if you let a wizard or a sorcerer make scrolls easily you get the idea of them getting closer to infinite spells. that's really really bad for your game. as was seen by level 6 wizards able to easily kill CR 15 levels above them in 3e. just because making scrolls took only a few hours. even having them lose XP was not enough to stop us from just carrying any other players as nothing could hit us. that's why the crafting mechanics in 5e are much longer, it is to stop players from abusing the scroll mechanic like what we did with wands and scrolls in 3e.
if it is adding a spell slot to use a specific spell, that can already be done as we can easily just add uses to the ability and say it resets on a long rest. just like the magic initiate feat does.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
That's one of the thing you shouldn't be doing though....
That is a modifier required to use the Boon of High Magic listed under Epic Boons in the DMG and DDB has expressly told us to make those as feats since they haven’t implemented them yet.
That's one of the thing you shouldn't be doing though....
That is a modifier required to use the Boon of High Magic listed under Epic Boons in the DMG and DDB has expressly told us to make those as feats since they haven’t implemented them yet.
keyword, haven't implemented them yet. there is nothing stopping you from adding an action that can be used once per day. which means the boon can easily, right now be made. you don't need to add a spell slot, you can just add a 1 use per long rest item that enables you to cast whatever you want. just tick it when its used. there is no need to make it an actual spell slot. this is exactly what i said in my previous post. Honestly i'd preffer they work on adding stuff that we can't do and are much more important, like the ability to modify mundane items.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
To post a comment, please login or register a new account.
what do you mean and what are you talking about?
I'll use the "Lucky" feat counter as an example of a decreasing in value counter. As you use the Lucky feat, the counter decreases as the feat is used. However, in MOoT, the Piety system is a great example of a need for an increasing in value counter. At this time, the Piety system cannot be implemented because the necessary infrastructure isn't there - ie. they don't have a way to create a counter that increases in value from a default state of 0. Currently there is no easy way to accomplish that feat other than manually entering in the information. Granted, once a decreasing in value starts to decrease, it can then increase - its default state is always the max value of whatever. An increasing in value counter's default state would be 0.
Does that clarify?
sort of, but Lucky is an expendable resource. Just like any other recourse; magic items, spells, features like sorcery points or ki points.. just go to the feature and 'replenish' them. Clicking on the feature/ability/spell depletes the resource because you're using it. Just go back to the feature/spell/etc and just replenish to where you need it to now be.
Regarding the piety feature, I haven't really seen any implementation, but if it's like the Sanity or Morality system, its an optional one and even if it wasn't I doubt they'll implement it into the character sheets... but something like that, I simply figured to put it in the notes tab and under either Allies or Orgs put 'worshiper of x - 7 points, ally of the y noble family, Chavelle, rank 1 of the Order of the gauntlets', etc and just manually increase it. Honestly, I see no reason to clog up the character sheet with a dynamic slider for an optional rule/feature. What if there are multiple deities? What if there are none?
so you are aware, Piety is not an optional rule in MOoT. As far as "clogging up" the character sheet - having the ability to implement something is very different than having it baselined into a Sheet. If a DM wants their players to have a resource that is designed to be accrued prior to being spent; they should have the option.
Your work around is good - its pretty much exactly what has to be done. That being said - we shouldn't have to come up with "work arounds" and the expendable resource function is already built into the infrastructure so implementation of resource acquisition or at least setting the counter at a desired minimum and maximum separately should be a relatively simple matter, from a coding perspective. YMMV
Piety is most definitely an optional rule, especially with the fact that not every campaign is set in Theros. So having it built in to the character sheet would indeed clog it up for non-Theros characters.
But even so, your only issue is with piety, you can still manually replenish any other resource.
you'd be wrong on that one... much like any other ressources, the DM decides whats optionnal and whats not.
after all, factions aren't optionnal, yet you don't see it on the character sheet ? why ? because while it is in the book and raw and usefull.... it is up to the DM to see if he uses that or not.
Same with piety, sure in the book it is not optionnal... but what is, is the fact that right at the beginning they say "IF YOU WISH TO USE IT" which means it is up to the DM to choose. players are not forced to use it in any capacity or form.
also, aside from the rulings into the original 3 books... DMG, PHB and MM... everything else has always been "SUPPLEMENT" and supplement is always optionnal. thus the theros book is optionnal to the regular book.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Also Eldritch Innovations
Ability to change which stat Initiative is based off of. Heck, make Imitative customizable in the character sheet.
Adding a Source field. Everything on the Features & Traits tab cites a source book and page except Homebrew. Obviously anyone that uses this field couldn't publish this homebrew because of copyright rules. But not every homebrew has to be published. I've made 4 pages of stuff but only published one.
Ability to upload a picture on Backgrounds. Heck, ability to upload a picture on any homebrew.
Eldritch Invocations in Warlock subclass.
Why is level 3 a required level when making a Druid subclass? I have to make a level 3 class feature, set its display order to 9, call it . ., with the description of . for most of my Druid subclasses. Only Circle of the Land has 3rd level stuff. Copies of other official Druid subclasses don't have level 3. It makes no sense
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Initiative is a Dexterity check. Couldn't you just ask for a different type of stat as initiative as the DM,, and get the same effect?
There's subclasses out there that make Initiative something other than DEX. I know any table can have any rules the DM wants. But I'm making subclasses
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
Something around the lines of "When rolling initiative, you may use STR in replacement of DEX" ?
one has to wonder how str or charisma can make you go faster ?
i can understand int or even wis.
but charisma, str and constitution i have a really hard time understanding how it can be used.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
Can't argue. But I'd be happy if we had a choose dex or int or choose dex or wis. I've seen some other options that were choose this skill or that.
How to: Replace DEX in AC | Jump & Suffocation stats | Spell & class effect buff system | Wild Shape effect system | Tool Proficiencies as Custom Skills | Spells at higher levels explained | Superior Fighting/Martial Adept Fix | Snippet Codes Explored - Subclasses | Snippet Math Theory | Homebrew Weapons Explained
My: FEATS | MAGIC ITEMS | MONSTERS | SUBCLASSES Artificer Specialist: Weaveblade
Dndbeyond images not loading WORKAROUND FIXED!!! (TY Jay_Lane for original instructions)
It doesn't make you MOVE faster, but the classes that get other modifiers use their other abilities to augment the sense of danger. War Wizard uses Int to augment, because they understand the concepts of battle better than most people allowing them interpret the information faster than others might.
Adjusting range on items would be great.
being able to add spell slots with feats
which is what i am saying... intellect and wisdom i can understand. strength... hos is that helping you go faster then others in initiative ? how is, being able to hold that two handed mace able to make you act before others ? how is your body constitution helping you acting before the others ? how is your strength of character able to act before the others ? we're talking initiative here, thus acting before the others in combat. how is any of those 3 helping you with that ? it doesn't matter that as a DM you just want others to ave god stats. the reality is... if it doesn't make sense your players won't love it more. it still needs to make sense.
intellect allows you to sherlock holme the shit out of it, you see the monster movement your brain picks it up as dangerous and you just know your opponent is gonna move to you and attack you in a wide arc.
Wisdom tells you that the movement from the feet toward you is dangerous as well as its facial expression. your insight of him tells you, you lost him, he's attacking ! that prepares you for the upcoming attack.
Dexterity, something out of the corner of your eyes activates your reflexes and draw your blade put it under the neck of the child next to you who just threw a rock at you.
those are pretty self explanatory... the other three... not so much...
Strength, the enemy is throwing a rock at me, i ... euh... dodge it by doing a push ups ?!?
Consitution, the enemy is running at me with axes... i euh... stand there and strengten my pectoral muscles ?!?
Charisma, The enemy is casting flame strike... i euh... Wink at him in hope it stops him from acting in order for me to move and attack him first ?!?
see those are not really making any sense.
thats because initiative, is about acting before the enemy actually moves. not being caught flat footed.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
IRL, Dexterity is just hand manipulation and hand-eye coordination. “Speed” is actually a function of strength. The more strength someone has, the more efficient they can propel their mass over distance.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
That's one of the thing you shouldn't be doing though. giving specific slots for a specific use. like the magic initiate feat is one thing. the person is stuck to that spell.
but giving the ability to get more spell slots that can cast anything from your arsenal may just break the bounded accuracy and make the game much more difficult and the characters much more powerfull.
a good exemple of this are scrolls !
if you let a wizard or a sorcerer make scrolls easily you get the idea of them getting closer to infinite spells. that's really really bad for your game. as was seen by level 6 wizards able to easily kill CR 15 levels above them in 3e. just because making scrolls took only a few hours. even having them lose XP was not enough to stop us from just carrying any other players as nothing could hit us. that's why the crafting mechanics in 5e are much longer, it is to stop players from abusing the scroll mechanic like what we did with wands and scrolls in 3e.
if it is adding a spell slot to use a specific spell, that can already be done as we can easily just add uses to the ability and say it resets on a long rest. just like the magic initiate feat does.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)
That is a modifier required to use the Boon of High Magic listed under Epic Boons in the DMG and DDB has expressly told us to make those as feats since they haven’t implemented them yet.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
keyword, haven't implemented them yet.
there is nothing stopping you from adding an action that can be used once per day. which means the boon can easily, right now be made.
you don't need to add a spell slot, you can just add a 1 use per long rest item that enables you to cast whatever you want. just tick it when its used. there is no need to make it an actual spell slot.
this is exactly what i said in my previous post.
Honestly i'd preffer they work on adding stuff that we can't do and are much more important, like the ability to modify mundane items.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)