Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
Someone who has time should take Sword of Kas for a spin. Because having some random person's homebrew not work is one thing. Having WotC official items not work... seems like Vecna is exerting some influence on the DDB staff.
Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
Someone who has time should take Sword of Kas for a spin. Because having some random person's homebrew not work is one thing. Having WotC official items not work... seems like Vecna is exerting some influence on the DDB staff.
What specifically doesn't work? Can you narrow down the problem(s)?
Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
Someone who has time should take Sword of Kas for a spin. Because having some random person's homebrew not work is one thing. Having WotC official items not work... seems like Vecna is exerting some influence on the DDB staff.
What specifically doesn't work? Can you narrow down the problem(s)?
Just running with Haravikk's comment about rolled modifiers not working (and a legendary sword that adds 1d10 to initiative). If SoK works as expected with initiative rolls, then start your homebrew with that & mod from there. If it doesn't, then find Vecna's secret lair at WotC HQ & tell him to knock it off.
Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
Someone who has time should take Sword of Kas for a spin. Because having some random person's homebrew not work is one thing. Having WotC official items not work... seems like Vecna is exerting some influence on the DDB staff.
What specifically doesn't work? Can you narrow down the problem(s)?
Just running with Haravikk's comment about rolled modifiers not working (and a legendary sword that adds 1d10 to initiative). If SoK works as expected with initiative rolls, then start your homebrew with that & mod from there. If it doesn't, then find Vecna's secret lair at WotC HQ & tell him to knock it off.
Please add Spell Slot additions for a character in the Homebrew page in DnD Beyond. There is a few ways to get extra Spell Slots, but no physical or real way to actually add them to your character.
Please add Spell Slot additions for a character in the Homebrew page in DnD Beyond. There is a few ways to get extra Spell Slots, but no physical or real way to actually add them to your character.
never understood why people wnana give more spell slots to players... those who are playing full casters already have plenty of them at all times... those complaining about spell slots never uses cantrips to any effects and they should and those who high level casters always complains that they are out of spellslots after using their levels from top to around 3rd level and then say... i am spent. when they still have about 6 or 7 spell slots remaining. again they should use cantrips to great effects instead.
the same is true for warlocks... instead of giving them more spell slots, just allow them to get back their spell slots every new fights. that solves their rest problem. i mean the game already gives tons of slots for casters to use betwen items and their own. this is said by a player who loves sorcerers and wizards... i even played them without any spell slots availlable for 5 sessions ina row because the rest of the group didn't want to take a long rest. i just used cantrips all the time and was still pulling my weight around.
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)
Not sure if this has been covered, as there are SEVERAL posts to go through...
But I'd like to be able to have an item grant a bonus to initiative. Example: I have a legendary weapon that grants a 1d10 bonus to initiative, but it does not function in homebrew...unless I am doing something wrong.
You can specify the bonus, but I don't think the rollables support any added dice anywhere on the character sheet yet so this isn't really unique to Initiative; only fixed bonuses currently work as these are the ones that are used by official content.
Someone who has time should take Sword of Kas for a spin. Because having some random person's homebrew not work is one thing. Having WotC official items not work... seems like Vecna is exerting some influence on the DDB staff.
What specifically doesn't work? Can you narrow down the problem(s)?
every items that add additonnal damage dice cannot be rolled by the character sheet and must be rolled separately. so flame blade sword doesn't add their dice, the ice blade doesn't either, sword of kas doesn't add initiative. etc... if they do on your sheet, its because you are using the beyond20 extension which does it for you. as the beyond20 extension adds that functionnality to dndbeyond. if you were to disable the addon, you would see that dndbeyond doesn't do its own official magical items damage !
the fact is.... the basic books aren'T even completely functionnal. the DMG isn't even completed yet. magical items aren'T working as intended without extension support. charms, boons and the likes aren'T even in the game yet. magical items as homebrew aren't even usefull for creating actual magical items, becaus ethe official magical items aren't even completed. this is why we complaina bunch... if they "at least" finished the official books, we'd be happy about that much... but they don't... everything they gave us is half completed at best.
for me it doesn't matter, i have the complete book and my players can at least create a charcater easily... thats fine by me...i mean im not trying to recreate everything... bt as a player i understand the frustration of a player using flame blade and be forced to create a special action just actually use it. we shouldn't need over the top patchwork just to get 1 effect going. as an exemple... i had to create a magical item for many spell effects. aka shadow blade not allowing to roll from the spell description. you literally need to cast the spell, spending a spell slot everytime you cast it. thats not how the spell works. so i had to create a magical item or a special action just to get to roll the dice. since that spell was my primary attack.
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)
Please add Spell Slot additions for a character in the Homebrew page in DnD Beyond. There is a few ways to get extra Spell Slots, but no physical or real way to actually add them to your character.
never understood why people wnana give more spell slots to players... those who are playing full casters already have plenty of them at all times... those complaining about spell slots never uses cantrips to any effects and they should and those who high level casters always complains that they are out of spellslots after using their levels from top to around 3rd level and then say... i am spent. when they still have about 6 or 7 spell slots remaining. again they should use cantrips to great effects instead.
the same is true for warlocks... instead of giving them more spell slots, just allow them to get back their spell slots every new fights. that solves their rest problem. i mean the game already gives tons of slots for casters to use betwen items and their own. this is said by a player who loves sorcerers and wizards... i even played them without any spell slots availlable for 5 sessions ina row because the rest of the group didn't want to take a long rest. i just used cantrips all the time and was still pulling my weight around.
Not terribly helpful to the discussion. So you don't think they are needed. Good for you. Some people do, for whatever reasons. It is something that should be possible.
I'm trying to make an item that gives a bonus to Maximum Hit Points. I've been trying to make it work, but it seems like I can't do it. The item is supposed to add a flat bonus to your Max HP, so if someone knows how to make that work, let me know. If it's not possible, then I hope it can be added.
Please add Spell Slot additions for a character in the Homebrew page in DnD Beyond. There is a few ways to get extra Spell Slots, but no physical or real way to actually add them to your character.
never understood why people wnana give more spell slots to players... those who are playing full casters already have plenty of them at all times... those complaining about spell slots never uses cantrips to any effects and they should and those who high level casters always complains that they are out of spellslots after using their levels from top to around 3rd level and then say... i am spent. when they still have about 6 or 7 spell slots remaining. again they should use cantrips to great effects instead.
the same is true for warlocks... instead of giving them more spell slots, just allow them to get back their spell slots every new fights. that solves their rest problem. i mean the game already gives tons of slots for casters to use betwen items and their own. this is said by a player who loves sorcerers and wizards... i even played them without any spell slots availlable for 5 sessions ina row because the rest of the group didn't want to take a long rest. i just used cantrips all the time and was still pulling my weight around.
Not terribly helpful to the discussion. So you don't think they are needed. Good for you. Some people do, for whatever reasons. It is something that should be possible.
why should it be possible ? because people want it ? they also want pathfinder character sheet in here, they also want foundry to work directly from here... that doesn't mean the beyond team or WotC in this case should allow it ? the reality is... not a single magical item gives off more spell slots. if there was 1 single item doing that, i would agree with you... it would need to be done... but there is none. even spell scrolls do not even work in this engine.
all im saying is... they should first fix whats already missing from the "official" books before trying to give everyone unlimited rewritting capabilities of the engine.
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)
Please add Spell Slot additions for a character in the Homebrew page in DnD Beyond. There is a few ways to get extra Spell Slots, but no physical or real way to actually add them to your character.
never understood why people wnana give more spell slots to players... those who are playing full casters already have plenty of them at all times... those complaining about spell slots never uses cantrips to any effects and they should and those who high level casters always complains that they are out of spellslots after using their levels from top to around 3rd level and then say... i am spent. when they still have about 6 or 7 spell slots remaining. again they should use cantrips to great effects instead.
the same is true for warlocks... instead of giving them more spell slots, just allow them to get back their spell slots every new fights. that solves their rest problem. i mean the game already gives tons of slots for casters to use betwen items and their own. this is said by a player who loves sorcerers and wizards... i even played them without any spell slots availlable for 5 sessions ina row because the rest of the group didn't want to take a long rest. i just used cantrips all the time and was still pulling my weight around.
Not terribly helpful to the discussion. So you don't think they are needed. Good for you. Some people do, for whatever reasons. It is something that should be possible.
why should it be possible ? because people want it ? they also want pathfinder character sheet in here, they also want foundry to work directly from here... that doesn't mean the beyond team or WotC in this case should allow it ? the reality is... not a single magical item gives off more spell slots. if there was 1 single item doing that, i would agree with you... it would need to be done... but there is none. even spell scrolls do not even work in this engine.
all im saying is... they should first fix whats already missing from the "official" books before trying to give everyone unlimited rewritting capabilities of the engine.
By that logic, this entire thread is pointless. So as long as this thread is open to requests, what does it matter what people request? Even if we do think it pointless, who are we to judge?
What is the logic in only allowing homebrews that is consistent with what already exists in the game? I mean it is one thing to not expect WotC to add support for a whole different game, and it's another to allow us to create items we actually want to use in their own game.
Rollback Post to RevisionRollBack
Worlds within worlds were created, and Jesus wept!
What is the logic in only allowing homebrews that is consistent with what already exists in the game? I mean it is one thing to not expect WotC to add support for a whole different game, and it's another to allow us to create items we actually want to use in their own game.
It doesn't have to be consistent, but D&D Beyond tend to only add new modifiers that support official releases, and even then there's loads missing.
Too late they realised they were only making things harder for themselves to maintain; for example, there are now a whole bunch of "Choose an X skill" options for skill proficiencies, instead of just giving us the ability create our own lists of skills to choose from, which would have made things easier for DDB as well, because every time a new list comes out, they now have to hard-code it as yet another modifier.
If they'd thought about it sooner they could have made the system properly modular in the first place with the ability to set flexible conditionals and modifiers that are as general purpose as possible, so we could effectively build our own modifiers (e.g- if spell is Sorcerer and fire damage, add Charisma modifier to damage).
In the old dev videos they occasionally mentioned work on a new system to supposedly simplify things and make it more modular, but they were also cagey with the details and ever since Wizards of the Coast took over they've been silent about everything except the Virtual Tabletop (which seems like its own thing). I'd like to hope that maybe they're still working on the DDB overhaul, maybe in parallel with the VTT (so it can be built off the same data) but in the absence of information we just have no idea.
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.
What is the logic in only allowing homebrews that is consistent with what already exists in the game? I mean it is one thing to not expect WotC to add support for a whole different game, and it's another to allow us to create items we actually want to use in their own game.
Logically... Their train of though is, you can create homebrews based off everything... but to make themselves an easier time, they created their own modifiers. mind you, this system is barebones andhas never been intended to be kept that way. same with the character builder. sologically, why would you put time on a system you dont intend to keep ? well the answer is, they created the barebones... now why haven't they worked on it as intended... the real answer is "US" the clients... we didn't want an homebrew system to begin with. when it was asked about it, only about 1/3rd the population of the site wanted it. the other 2/3rd wanted a full blown out VTT like foundry but using dnd beyond. so what did that do... well, it did exactly the inverse of what people wanted... people wanted updates, instead they got a lot of delays. but look on the bright side, beyond is almost ready to release their first generation VTT for beyond ! the fact that beyond was bought by 3 different companies and reworked on over the 7 years really didn't help. twitch wanted integration with them. so they stopped production for us to have that extension. once fandom was in, they started back on certain stuff required for VTT. like the encounter builder and the dice rollers... but now WotC bought them, and now they have to work on a new version of the game with which their engine isn't working for. but they kept going for the VTT.
so what was their logic of the homebrew.. the same as the charcater builder... "heres the basics, we intend to rework it later on." but those never hapenned cause the majority of the fanbase wanted a full blown VTT instead of homebrew. so here we are years later, about to have a full blown VTT but the site itself never really gone forward on anything.
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)
In the old dev videos they occasionally mentioned work on a new system to supposedly simplify things and make it more modular, but they were also cagey with the details and ever since Wizards of the Coast took over they've been silent about everything except the Virtual Tabletop (which seems like its own thing). I'd like to hope that maybe they're still working on the DDB overhaul, maybe in parallel with the VTT (so it can be built off the same data) but in the absence of information we just have no idea.
the VTTis integrated with beyond. you can actually pull monsters from the website to the VTT. and even adventures can be loaded.encounter builder can be used to setup encounters and just literaly import them to the VTT. the VTT is integrated into beyond per say, but does require an unreal engine to run it. thus it has its own program. they literally imported a character by just clicking 1 button in the videos. including portrait and custom minis based off the portrait. their custom messaging system which is what you are refering to, as the modular system. is the foundation for the VTT to communicate with beyond and people being able to share their inventories and character spaces. like dice rolling and all. thats why it was important. i dont think they dropped that. i think it was necessary for us to go forward.
as for DDB overhaul, it always was on the the plate. but the VTT brought it backward to the backburner. they wanted to redo these before the VTT took over. - charcater builder, making it more intuitive. - homebrew system, to ipen it up more and make it more intuitive. - campaign manager (expand it to more then just 3 boxes and character management)
but all 3 were left off as none of these made the VTT closer to a reality.
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)
They didn't future proof the way the designed some stuff. And once that stuff was being actively used by users, they became gunshy about fixing it because it might cause the stuff people built with it to go wonky.
There are solutions to these problems but they chosen to not invest the manpower and resources into fixing them because WOTC simply doesn't care enough. The ROI probably isn't high enough.
Rollback Post to RevisionRollBack
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Someone who has time should take Sword of Kas for a spin. Because having some random person's homebrew not work is one thing. Having WotC official items not work... seems like Vecna is exerting some influence on the DDB staff.
What specifically doesn't work? Can you narrow down the problem(s)?
Just running with Haravikk's comment about rolled modifiers not working (and a legendary sword that adds 1d10 to initiative). If SoK works as expected with initiative rolls, then start your homebrew with that & mod from there. If it doesn't, then find Vecna's secret lair at WotC HQ & tell him to knock it off.
SHOTS FIRED!!! SHOTS FIRED!!!
Please add Spell Slot additions for a character in the Homebrew page in DnD Beyond. There is a few ways to get extra Spell Slots, but no physical or real way to actually add them to your character.
never understood why people wnana give more spell slots to players... those who are playing full casters already have plenty of them at all times... those complaining about spell slots never uses cantrips to any effects and they should and those who high level casters always complains that they are out of spellslots after using their levels from top to around 3rd level and then say... i am spent. when they still have about 6 or 7 spell slots remaining. again they should use cantrips to great effects instead.
the same is true for warlocks... instead of giving them more spell slots, just allow them to get back their spell slots every new fights. that solves their rest problem.
i mean the game already gives tons of slots for casters to use betwen items and their own. this is said by a player who loves sorcerers and wizards... i even played them without any spell slots availlable for 5 sessions ina row because the rest of the group didn't want to take a long rest. i just used cantrips all the time and was still pulling my weight around.
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)
every items that add additonnal damage dice cannot be rolled by the character sheet and must be rolled separately.
so flame blade sword doesn't add their dice, the ice blade doesn't either, sword of kas doesn't add initiative. etc... if they do on your sheet, its because you are using the beyond20 extension which does it for you. as the beyond20 extension adds that functionnality to dndbeyond. if you were to disable the addon, you would see that dndbeyond doesn't do its own official magical items damage !
the fact is....
the basic books aren'T even completely functionnal.
the DMG isn't even completed yet. magical items aren'T working as intended without extension support. charms, boons and the likes aren'T even in the game yet. magical items as homebrew aren't even usefull for creating actual magical items, becaus ethe official magical items aren't even completed. this is why we complaina bunch... if they "at least" finished the official books, we'd be happy about that much... but they don't... everything they gave us is half completed at best.
for me it doesn't matter, i have the complete book and my players can at least create a charcater easily... thats fine by me...i mean im not trying to recreate everything... bt as a player i understand the frustration of a player using flame blade and be forced to create a special action just actually use it. we shouldn't need over the top patchwork just to get 1 effect going. as an exemple... i had to create a magical item for many spell effects. aka shadow blade not allowing to roll from the spell description. you literally need to cast the spell, spending a spell slot everytime you cast it. thats not how the spell works. so i had to create a magical item or a special action just to get to roll the dice. since that spell was my primary attack.
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)
Not terribly helpful to the discussion. So you don't think they are needed. Good for you. Some people do, for whatever reasons. It is something that should be possible.
I'm trying to make an item that gives a bonus to Maximum Hit Points. I've been trying to make it work, but it seems like I can't do it. The item is supposed to add a flat bonus to your Max HP, so if someone knows how to make that work, let me know. If it's not possible, then I hope it can be added.
Please see the Homebrew Items & Equipment FAQ #16: (https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/131411-a-homebrewers-how-to-faq).
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Adding class levels to monster stat blocks
why should it be possible ?
because people want it ?
they also want pathfinder character sheet in here, they also want foundry to work directly from here... that doesn't mean the beyond team or WotC in this case should allow it ?
the reality is... not a single magical item gives off more spell slots. if there was 1 single item doing that, i would agree with you... it would need to be done... but there is none. even spell scrolls do not even work in this engine.
all im saying is... they should first fix whats already missing from the "official" books before trying to give everyone unlimited rewritting capabilities of the engine.
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)
By that logic, this entire thread is pointless. So as long as this thread is open to requests, what does it matter what people request? Even if we do think it pointless, who are we to judge?
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
This one was been talked so many times over.
But the range on weapons and ammo would be great.
Even the idea of a custom ammunition instead of always having a base weapon (causing stacking issues) would be fantastic!
What is the logic in only allowing homebrews that is consistent with what already exists in the game? I mean it is one thing to not expect WotC to add support for a whole different game, and it's another to allow us to create items we actually want to use in their own game.
Worlds within worlds were created, and Jesus wept!
It doesn't have to be consistent, but D&D Beyond tend to only add new modifiers that support official releases, and even then there's loads missing.
Too late they realised they were only making things harder for themselves to maintain; for example, there are now a whole bunch of "Choose an X skill" options for skill proficiencies, instead of just giving us the ability create our own lists of skills to choose from, which would have made things easier for DDB as well, because every time a new list comes out, they now have to hard-code it as yet another modifier.
If they'd thought about it sooner they could have made the system properly modular in the first place with the ability to set flexible conditionals and modifiers that are as general purpose as possible, so we could effectively build our own modifiers (e.g- if spell is Sorcerer and fire damage, add Charisma modifier to damage).
In the old dev videos they occasionally mentioned work on a new system to supposedly simplify things and make it more modular, but they were also cagey with the details and ever since Wizards of the Coast took over they've been silent about everything except the Virtual Tabletop (which seems like its own thing). I'd like to hope that maybe they're still working on the DDB overhaul, maybe in parallel with the VTT (so it can be built off the same data) but in the absence of information we just have no idea.
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.
Logically...
Their train of though is, you can create homebrews based off everything... but to make themselves an easier time, they created their own modifiers.
mind you, this system is barebones andhas never been intended to be kept that way. same with the character builder. sologically, why would you put time on a system you dont intend to keep ? well the answer is, they created the barebones... now why haven't they worked on it as intended... the real answer is "US" the clients... we didn't want an homebrew system to begin with. when it was asked about it, only about 1/3rd the population of the site wanted it. the other 2/3rd wanted a full blown out VTT like foundry but using dnd beyond. so what did that do... well, it did exactly the inverse of what people wanted... people wanted updates, instead they got a lot of delays. but look on the bright side, beyond is almost ready to release their first generation VTT for beyond ! the fact that beyond was bought by 3 different companies and reworked on over the 7 years really didn't help. twitch wanted integration with them. so they stopped production for us to have that extension. once fandom was in, they started back on certain stuff required for VTT. like the encounter builder and the dice rollers... but now WotC bought them, and now they have to work on a new version of the game with which their engine isn't working for. but they kept going for the VTT.
so what was their logic of the homebrew..
the same as the charcater builder...
"heres the basics, we intend to rework it later on."
but those never hapenned cause the majority of the fanbase wanted a full blown VTT instead of homebrew. so here we are years later, about to have a full blown VTT but the site itself never really gone forward on anything.
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)
the VTTis integrated with beyond. you can actually pull monsters from the website to the VTT. and even adventures can be loaded.encounter builder can be used to setup encounters and just literaly import them to the VTT. the VTT is integrated into beyond per say, but does require an unreal engine to run it. thus it has its own program. they literally imported a character by just clicking 1 button in the videos. including portrait and custom minis based off the portrait. their custom messaging system which is what you are refering to, as the modular system. is the foundation for the VTT to communicate with beyond and people being able to share their inventories and character spaces. like dice rolling and all. thats why it was important. i dont think they dropped that. i think it was necessary for us to go forward.
as for DDB overhaul, it always was on the the plate. but the VTT brought it backward to the backburner.
they wanted to redo these before the VTT took over.
- charcater builder, making it more intuitive.
- homebrew system, to ipen it up more and make it more intuitive.
- campaign manager (expand it to more then just 3 boxes and character management)
but all 3 were left off as none of these made the VTT closer to a reality.
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)
They didn't future proof the way the designed some stuff. And once that stuff was being actively used by users, they became gunshy about fixing it because it might cause the stuff people built with it to go wonky.
There are solutions to these problems but they chosen to not invest the manpower and resources into fixing them because WOTC simply doesn't care enough. The ROI probably isn't high enough.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Please add the ability to increase the reach of a specific weapon. Like I want to make a whip that has a 30ft reach.