please add reload, misfire, ammunition, and explosive to weapon properties (and ignore weapon properties) modifier sub-type list
misfire is a really really bad mechanic to put in a weapon system. that's why WotC never applied it to begin with.
but i agree that we should have whats in the DMG option wise.
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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)
For low-power/low-tech games, or even high risk/reward custom weapons, misfire can be fairly useful. It's also worth noting that the classes that are good with firearms often have a lower chance to have to deal with malfunctions, so it does serve a useful function in worlds where guns are less common.
I would like to see reload, misfire, ammunition, and explosive weapon properties and ignore properties added as well.
Edit: It's also worth noting that for some, the optimal DPS setup is not the most important thing. For some, moving the story along by dying after your gun jammed is better than killing everything without fear of failure.
On another note, is there any way you could make attunement optional? For example, having an item with properties that anyone can access just by holding it, and other properties which the item only bestows on an attuned creature? I suspect this would require lots of work, as it would require having a check box on any modifier to denote whether it requires attunement or not, but it would make for some excellent functionality.
While we're at it, I would also like to request minimum requirements for modifiers. If we could select the requirement from a drop down list as well, This would allow a single "heirloom" item to gain or improve abilities as the player gains levels, gains levels in a specific class, or even have abilities based on the holder's ability scores. A single item could be traded from one player to the next, with the modifiers activating based on the player holding and/or attuned to the item.
For low-power/low-tech games, or even high risk/reward custom weapons, misfire can be fairly useful. It's also worth noting that the classes that are good with firearms often have a lower chance to have to deal with malfunctions, so it does serve a useful function in worlds where guns are less common.
I would like to see reload, misfire, ammunition, and explosive weapon properties and ignore properties added as well.
Edit: It's also worth noting that for some, the optimal DPS setup is not the most important thing. For some, moving the story along by dying after your gun jammed is better than killing everything without fear of failure.
and i could tell you, that misfire reguardless of which edition it was used before... was always reguarded as poor develop of a brawback that causes way too mnay downfalls. even black powder weaponry of the first few times didn'T have that much chance of backfiring. so basically you are throwing realism for sake of scaring your players from using a better weapon. there are other ways to make those weapons different and hard to use yet better. just like guns have their favored range and unlike what people tell you, guns aren't perfect and never will be. jamming a gun actually happens only once every full moon. canons don't have missfire, why would gun have them ? why would you push the unlucky rolls of a natural 1 to a higher extent by putting it all the way from 1 to 5 like many people have done before you ? the problem is there. it is bad design when you consider that a person literally has 15% of jamming if they ever roll a 1,2 or 3. 15% is very very far from realistic and even players will tend to just shy away such a weapon and in the end will shy away from your content. because 10% and 15% is already a very high number. look at divine intervention, 10% yet people still use it all the time. but there is no drawback to using it, so yeah.
weapons on the other end, have ranges... favored ranges... you would never use bad news from critical role as a point blank range weapon. unlike moviess, back in old ages, people weren't firing their black powder weapons knowing they could fail, they did not hesitate and put their face into danger just to have better aims. and backfires were next to inexistent. very very very very far from that missfire percentage above.
i understand why people want it, but it is bad designs.
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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)
I'd like the ability for homebrew feats to specify things like +1 to shortbows or +1d4 damage to shortswords and have that reflected on the character sheet.
I'd like the ability for homebrew feats to specify things like +1 to shortbows or +1d4 damage to shortswords and have that reflected on the character sheet.
Not sure if this has been requested. I would like a feature that allows me to create an item that just essentially adds more spells to my character. My DM has homebrewed me this crown thing that allows me to add any 3 spells from the Cleric or Sorcerer list and to use them as if they were a part of my spell list, as in when I cast a spell that is stored in that crown, it'll still consumes a spell slot and I can cast it at a higher level (she essentially just wanted to up my amount of spells known). Not sure if this is currently doable, so if it is I apologise.
Hi there DDB. I recently designed a homebrew subclass and added an action as one of the features. I would love to give that one particular action advantage without having to give Advantage to every other similar action. Would it be possible to add a “with advantage/disadvantage” checkbox or dropdown or something? Thanks for listening!
im sure this has been requested before but i don't see a way to do it....
can we have a way to add spell slots beyond the normal ?
Also remove the limit for how many spells a wizard can prepare - i have a home brew class that can prepare any spell known but had to use wizard as the base class so have a hard coded limit....
Ability to modify (set amount, modify +-, modify by a stat score or modifier) Ki Points/Spell Slots (of particular levels as well).
Ability to make new class, NOT just subclass. Ability to add subclass to Homebrew Class.
Ability to edit homebrew items that you add to your collection, and/or use them as a basis for a new creation (like we are able to for the official content).
Make a wiki that has a set of moderators from the community that is a source for documentation on how to make things and accomplish certain goals.
Or however it works best to do it so it could work like Flame Tongue enchantments or Holy Weapon spells for Unarmed Strikes/Natural Weapons.
Also, when attaching a Spell to a Subclass feature, it is possible to set the charges for the spells. (I assume in preparation for Spell Points or something.) But it currently does nothing in that context. It would be great if there was a checkbox for “Count Ki/Sorcery Points as Charges.” I don’t even know if that’s possible, but since your redesigning stuff anyway, I thought I’d ask.
Also, when attaching a Spell to a Subclass feature, it is possible to set the charges for the spells. (I assume in preparation for Spell Points or something.) But it currently does nothing in that context. It would be great if there was a checkbox for “Count Ki/Sorcery Points as Charges.” I don’t even know if that’s possible, but since your redesigning stuff anyway, I thought I’d ask.
Doesn't DDB already do this with Number of Uses and Reset Type on the Add Spell screen? Or do you mean number of charges for ALL spells?
Also, when attaching a Spell to a Subclass feature, it is possible to set the charges for the spells. (I assume in preparation for Spell Points or something.) But it currently does nothing in that context. It would be great if there was a checkbox for “Count Ki/Sorcery Points as Charges.” I don’t even know if that’s possible, but since your redesigning stuff anyway, I thought I’d ask.
Doesn't DDB already do this with Number of Uses and Reset Type on the Add Spell screen? Or do you mean number of charges for ALL spells?
I think he means to enable spells to consume "points" from other abilities, such as sorcery points, ki points etc. in the same way that spells cast from magic items can work (you set a number of charges, cost for each spell etc.).
For me I don't necessarily want more modifiers as such, I just want a lot more flexibility in how we can use the current ones. The ability to set conditionals for when, or to what they apply, make the existing types more modular so we can customise them more. For example, I'd love to be able to specify a damage bonus, but have it only apply to certain weapons (or types of weapons) with a filtering system similar to how bonus spells work (you can specify a specific spell, or you can specify a type of spell and some spell levels to let the user choose one).
I think in general the modifiers system could be massively simplified if instead they were broken down into smaller modular pieces and then recombined to give the effects we can currently use. A lot of modifiers are currently very specific, because they basically just do something from a D&D book and nothing else.
Rollback Post to RevisionRollBack
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
Also, when attaching a Spell to a Subclass feature, it is possible to set the charges for the spells. (I assume in preparation for Spell Points or something.) But it currently does nothing in that context. It would be great if there was a checkbox for “Count Ki/Sorcery Points as Charges.” I don’t even know if that’s possible, but since your redesigning stuff anyway, I thought I’d ask.
Doesn't DDB already do this with Number of Uses and Reset Type on the Add Spell screen? Or do you mean number of charges for ALL spells?
I think he means to enable spells to consume "points" from other abilities, such as sorcery points, ki points etc. in the same way that spells cast from magic items can work (you set a number of charges, cost for each spell etc.).
That would take each of the Limited Use counters in Actions and making it a variable that other modifiers can access. And yes, that would be an awesome feature for more character sheet automation either by giving us the choice in more selection fields or by some kinda custom scripting language.
For me I don't necessarily want more modifiers as such, I just want a lot more flexibility in how we can use the current ones. The ability to set conditionals for when, or to what they apply, make the existing types more modular so we can customise them more. For example, I'd love to be able to specify a damage bonus, but have it only apply to certain weapons (or types of weapons) with a filtering system similar to how bonus spells work (you can specify a specific spell, or you can specify a type of spell and some spell levels to let the user choose one).
I think in general the modifiers system could be massively simplified if instead they were broken down into smaller modular pieces and then recombined to give the effects we can currently use. A lot of modifiers are currently very specific, because they basically just do something from a D&D book and nothing else.
To be fair, everything I've seen has been to recreate the official source material and the homebrew system was tacked on to automate a lot of the shared functions. Whereas things like fighting style on invocations were probably hard coded in since they were either less significant or not shared between multiple classes. Like why is there a modifier for Damage / Cleric cantrip damage but not Bard, Sorcerer, or Wizard cantrip damage? Because it's a thing in the book.
Also, when attaching a Spell to a Subclass feature, it is possible to set the charges for the spells. (I assume in preparation for Spell Points or something.) But it currently does nothing in that context. It would be great if there was a checkbox for “Count Ki/Sorcery Points as Charges.” I don’t even know if that’s possible, but since your redesigning stuff anyway, I thought I’d ask.
Doesn't DDB already do this with Number of Uses and Reset Type on the Add Spell screen? Or do you mean number of charges for ALL spells?
I think he means to enable spells to consume "points" from other abilities, such as sorcery points, ki points etc. in the same way that spells cast from magic items can work (you set a number of charges, cost for each spell etc.).
That would take each of the Limited Use counters in Actions and making it a variable that other modifiers can access. And yes, that would be an awesome feature for more character sheet automation either by giving us the choice in more selection fields or by some kinda custom scripting language.
Yes, that is what I meant. I have written a Monk subclass that basically works like a Short Rest 1/3 caster! But everything is listed as “at will” and there’s no way for the spells to get upcast from the character sheet. All of the charges and everything are set for each spell, if I could just tell the stupid thing to count the Ki as charges it would solve the whole issue.
I got on that same thread and thought it was a very interesting challenge. I had been working on how to homebrew the different settings when you commented that snippets can go in custom actions. I just took all the homebrew I'd been working on and made it a comment. You're snippet coding did push me in the right direction. Added the howto instructions the other day.
I'll have to look over your spell scroll stuff. I've not looked into spell scrolls functionality before.
misfire is a really really bad mechanic to put in a weapon system.
that's why WotC never applied it to begin with.
but i agree that we should have whats in the DMG option wise.
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)
For low-power/low-tech games, or even high risk/reward custom weapons, misfire can be fairly useful. It's also worth noting that the classes that are good with firearms often have a lower chance to have to deal with malfunctions, so it does serve a useful function in worlds where guns are less common.
I would like to see reload, misfire, ammunition, and explosive weapon properties and ignore properties added as well.
Edit: It's also worth noting that for some, the optimal DPS setup is not the most important thing. For some, moving the story along by dying after your gun jammed is better than killing everything without fear of failure.
On another note, is there any way you could make attunement optional? For example, having an item with properties that anyone can access just by holding it, and other properties which the item only bestows on an attuned creature? I suspect this would require lots of work, as it would require having a check box on any modifier to denote whether it requires attunement or not, but it would make for some excellent functionality.
While we're at it, I would also like to request minimum requirements for modifiers. If we could select the requirement from a drop down list as well, This would allow a single "heirloom" item to gain or improve abilities as the player gains levels, gains levels in a specific class, or even have abilities based on the holder's ability scores. A single item could be traded from one player to the next, with the modifiers activating based on the player holding and/or attuned to the item.
and i could tell you, that misfire reguardless of which edition it was used before... was always reguarded as poor develop of a brawback that causes way too mnay downfalls.
even black powder weaponry of the first few times didn'T have that much chance of backfiring. so basically you are throwing realism for sake of scaring your players from using a better weapon. there are other ways to make those weapons different and hard to use yet better. just like guns have their favored range and unlike what people tell you, guns aren't perfect and never will be. jamming a gun actually happens only once every full moon. canons don't have missfire, why would gun have them ? why would you push the unlucky rolls of a natural 1 to a higher extent by putting it all the way from 1 to 5 like many people have done before you ? the problem is there. it is bad design when you consider that a person literally has 15% of jamming if they ever roll a 1,2 or 3. 15% is very very far from realistic and even players will tend to just shy away such a weapon and in the end will shy away from your content. because 10% and 15% is already a very high number. look at divine intervention, 10% yet people still use it all the time. but there is no drawback to using it, so yeah.
weapons on the other end, have ranges... favored ranges... you would never use bad news from critical role as a point blank range weapon.
unlike moviess, back in old ages, people weren't firing their black powder weapons knowing they could fail, they did not hesitate and put their face into danger just to have better aims. and backfires were next to inexistent. very very very very far from that missfire percentage above.
i understand why people want it, but it is bad designs.
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)
I'd like the ability for homebrew feats to specify things like +1 to shortbows or +1d4 damage to shortswords and have that reflected on the character sheet.
You can do exactly those things.
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Not sure if this has been requested. I would like a feature that allows me to create an item that just essentially adds more spells to my character. My DM has homebrewed me this crown thing that allows me to add any 3 spells from the Cleric or Sorcerer list and to use them as if they were a part of my spell list, as in when I cast a spell that is stored in that crown, it'll still consumes a spell slot and I can cast it at a higher level (she essentially just wanted to up my amount of spells known). Not sure if this is currently doable, so if it is I apologise.
i know its been mentioned in this thread before but id just like to reiterate, the ability to actually change a ranged weapons range.
Hi there DDB. I recently designed a homebrew subclass and added an action as one of the features. I would love to give that one particular action advantage without having to give Advantage to every other similar action. Would it be possible to add a “with advantage/disadvantage” checkbox or dropdown or something? Thanks for listening!
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im sure this has been requested before but i don't see a way to do it....
can we have a way to add spell slots beyond the normal ?
Also remove the limit for how many spells a wizard can prepare - i have a home brew class that can prepare any spell known but had to use wizard as the base class so have a hard coded limit....
Cheers
Glen
Ability to modify (set amount, modify +-, modify by a stat score or modifier) Ki Points/Spell Slots (of particular levels as well).
Ability to make new class, NOT just subclass. Ability to add subclass to Homebrew Class.
Ability to edit homebrew items that you add to your collection, and/or use them as a basis for a new creation (like we are able to for the official content).
Make a wiki that has a set of moderators from the community that is a source for documentation on how to make things and accomplish certain goals.
Hey DDB,
It would be great if the homebrewer could do some variation of the following:
Or however it works best to do it so it could work like Flame Tongue enchantments or Holy Weapon spells for Unarmed Strikes/Natural Weapons.
Also, when attaching a Spell to a Subclass feature, it is possible to set the charges for the spells. (I assume in preparation for Spell Points or something.) But it currently does nothing in that context. It would be great if there was a checkbox for “Count Ki/Sorcery Points as Charges.” I don’t even know if that’s possible, but since your redesigning stuff anyway, I thought I’d ask.
Thank you.
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The ability to roll for a feature to do something.
And the ability to add an extra dice roll to an attack roll. Modifier: Bonus / Subtype: whichever attacks / Dice count: N / Die Type: dX.
Doesn't DDB already do this with Number of Uses and Reset Type on the Add Spell screen? Or do you mean number of charges for ALL spells?
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)
I think he means to enable spells to consume "points" from other abilities, such as sorcery points, ki points etc. in the same way that spells cast from magic items can work (you set a number of charges, cost for each spell etc.).
For me I don't necessarily want more modifiers as such, I just want a lot more flexibility in how we can use the current ones. The ability to set conditionals for when, or to what they apply, make the existing types more modular so we can customise them more. For example, I'd love to be able to specify a damage bonus, but have it only apply to certain weapons (or types of weapons) with a filtering system similar to how bonus spells work (you can specify a specific spell, or you can specify a type of spell and some spell levels to let the user choose one).
I think in general the modifiers system could be massively simplified if instead they were broken down into smaller modular pieces and then recombined to give the effects we can currently use. A lot of modifiers are currently very specific, because they basically just do something from a D&D book and nothing else.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
That would take each of the Limited Use counters in Actions and making it a variable that other modifiers can access. And yes, that would be an awesome feature for more character sheet automation either by giving us the choice in more selection fields or by some kinda custom scripting language.
To be fair, everything I've seen has been to recreate the official source material and the homebrew system was tacked on to automate a lot of the shared functions. Whereas things like fighting style on invocations were probably hard coded in since they were either less significant or not shared between multiple classes. Like why is there a modifier for Damage / Cleric cantrip damage but not Bard, Sorcerer, or Wizard cantrip damage? Because it's a thing in the book.
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)
Yes, that is what I meant. I have written a Monk subclass that basically works like a Short Rest 1/3 caster! But everything is listed as “at will” and there’s no way for the spells to get upcast from the character sheet. All of the charges and everything are set for each spell, if I could just tell the stupid thing to count the Ki as charges it would solve the whole issue.
PS- I see by your sigline that you liked my work to make the jumps calculate directly on the character sheet. 👍 I also give tips on making functional scrolls in this post, and a few other posts lower down in this thread: https://www.dndbeyond.com/forums/d-d-beyond-general/d-d-beyond-feedback/5828-spell-scrolls-in-inventory?comment=28, you may like those too.
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I got on that same thread and thought it was a very interesting challenge. I had been working on how to homebrew the different settings when you commented that snippets can go in custom actions. I just took all the homebrew I'd been working on and made it a comment. You're snippet coding did push me in the right direction. Added the howto instructions the other day.
I'll have to look over your spell scroll stuff. I've not looked into spell scrolls functionality before.
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)
I’m sure this has been mentioned, but a way to homebrew a 1/3 warlock caster like the Way of the Profane Soul.
Thanks!
Please check out my homebrew and give me feedback!
Subclasses | Races | Spells | Magic Items | Monsters | Feats | Backgrounds
Oh yes please dear gosh yes.
Like: “Yes Yes YES!”
”I’ll have what she’s having.”
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