QUESTION- been trying to work out how to add +1 racial bonus to there( spell save DC)
I thought it be {{savedc:+1}} but that’s not working . Any help.
So you want to have the snippet show that the DC for this is equal to your spell DC plus 1, right?
{{savedc:wis+1}} is the one that adds +1 to your Save DC using your wisdom modifier, If you want to get the best of two or more different you use: {{savedc:wis,cha+1}} adds +1 to your savedc that takes the higher value of charisma or wisdom modifier.
But this does nothing to your actual save DC, that you will modify in the modifier options.
I'd like to see some ways to customize damage calculations for critical hits.
A long-time (and seemingly popular) method of calculating critical hit damage is the one that WotC adopted for 4th Edition: maximize the normal damage dice and then roll an extra set of damage dice. This guarantees (for players and DMs alike) that a critical hit always does at least 1 point (per damage die) more than the best non-critical hit.
Since there's not already a way to edit the calculation for critical damage in the character sheet, is there a way to use snippet code to override the default damage calculation for critical hits? This can be done fairly easily in a lot of VTT character sheets; then again, those are usually designed to support many different rules systems from different RPGs, so that flexibility may breed (or indeed require) a greater deal of built-in customization.
One thing that just occurred to me is what's the difference between a modifier that "expertise" and the one that gives "twice proficiency"? Is there an actual functional difference between them or just thing in the homebrew creator from when WotC switched from saying the one to the other.
The thing i found out about them was, that one of them overrides the modifier and the other one replaces it. SO If you got proficiency from one source and then later on you increase that to take twice your proficiency, dependant on which one you input into the modifier, you will either deselect the first choice and just have double the proficiency, or you override the first choice. When deselecting, it will obviously undo your choice and it will prompt you to take a seperate option in your first choice and sometimes you don't want that in a feature, like:
You gain proficiency in skill X, if you are proficient in skill X then you can add double your modifier to that skill.
This you can do by making a multiple choice option one for if you already had proficiency and one where you do not. The one where you don't have proficiency you will now just gain proficiency, but if you are proficient the second option doubles that one. Now you don't want your original choice that gave you said proficiency to be made available, as it is required as per the feature to exist to gain that double proficiency and as such you need the override.
Now f you get a chice to gain expertise in a certain skill through a feature or such, you can use the one that replaces the proficiency and get to choose a new skill to be proficient in, so that it is not a "wasted" option you took.
I have an option right now and liiking which one does what.
SO fyi Expertise overrides the proficiency and Twice Proficiency replaces it.
Ok question, and apologies if its already been asked, I'm working on a monk subclass that at level 3 you get your choice of one language and a certain skill from 4 choices. Now at levels 11 & 17 you get to pick another language and skill out of the 4, but can also double the proficiency of one of the chosen skills if you so choose. Is there a snippet code for that or is it something else cause I've been working on this one problem for days :'(
Edit: I get the choices at level 3 but not at 11 & 17
@MDavis89 Yes there is a way, if you read my previous post, you can read there what you need to do in the modifier settings of the subclass feature in order to get the thing with double proficiency and so sorted, if the skil you get double proficiency from has to already be one you are proficient with, then you would want to use the Expersise --> [skill] an an override, if you don't need proficiency in the skill, then use Twice Proficient, that would enable you to choose a different skill that was only getting proficiency and now that choice has been cleared up, but i don't think this is what you want so i would advise the first one.
Also this is not something that is part of the snippet code subset, but rather a class feature homebrew setting problem.
^ here language is simply the modifier language with subtype Choose Language, however if you have four distinct language options, then you will need to add those in as seperate options one can choose from. And if you want only one distinct language Option at lvl 3 then it will be harder to do, as you would need to add them all seperately. If you however really want to make this as seemless as possible, you can opt for the choice that this Feture Only gives you the "tick" that is needed for a later feature that takes on the choices made in this feature as a way of asigning what choices you can take (there is ine where you get to choose languages and another for the skills). But this will lead to a lot of Class Features.
There the things you add to the modifiers are for the skills you give Proficiency to as a choice:
There the things you add to the modifiers are for the skills you give expertise to as a choice, of yourse you have to make the required classlevel for this option 11, as only then would you be able to upgrade the proficiency to expertise:
So there you go. If you want you can send me what you have already done as a PM, or send me what you wanted to accomplische just in written form so that i could try to implement it for you and upload it for you to use later on then?
Or i can help you while you do it yourself, but i would need a more descript explenation on what what is meant to do and so forth ;) .
How can you get the strength modifier to apply. I have used the example you used and it is not applying. Can you please help me?
What exactly do you mean? Snippets will not modify your character’s abilities, they just provide the ability to have numbers that automatically change in the text as we level up or improve our ability scores.
Is there a way to draw a skill bonus into snippets? For example, I would like to use the snippet to point to the character's intimidation score.
I've decided my original idea to incorporate a skill bonus into a save DC against an ability was a little broken but I still think it would be good to know.
As far as i am aware, there is no way to pinpoint a single skill to a snippet, you can make it so that you see what the bonus of siad skill would be without/with proficiency/expertise. But you can't access the skill itslef, as such i don*'t think your plan will work. As you would always need 4 different value calculation for each of the different states that a skill can be in and that just makes it messy.
im trying to make it so that a specific option in my subclass gives you a bonus to the charisma modifier (this is the code I'm using, just in case it helps) i just cant get it to work
im trying to make it so that a specific option in my subclass gives you a bonus to the charisma modifier (this is the code I'm using, just in case it helps) i just cant get it to work
{{1+modifier:cha}}
Snippets do not actually adjust anything. If you want it to actually increase your Cha by 1 that will require a Modifier.
Can you use both @roundup and @min:1 in a single calculation? Some of mine get a bit complex, so like {{(10+(5*modifier:cha)@min:0}} would be one, or {{(modifier:cha)/2@roundup@min:1}} for another.
Can you use both @roundup and @min:1 in a single calculation? Some of mine get a bit complex, so like {{(10+(5*modifier:cha)@min:0}} would be one, or {{(modifier:cha)/2@roundup@min:1}} for another.
Yes, you can. You do have to be particular about what order you put them in though.
So you want to have the snippet show that the DC for this is equal to your spell DC plus 1, right?
{{savedc:wis+1}} is the one that adds +1 to your Save DC using your wisdom modifier, If you want to get the best of two or more different you use:
{{savedc:wis,cha+1}} adds +1 to your savedc that takes the higher value of charisma or wisdom modifier.
But this does nothing to your actual save DC, that you will modify in the modifier options.
How would I do something like this.
Armor class = 13 + proficiency bonus?
As a snippet it would read:
AC is {{proficiency+13}}.
This however is only a visual representation and you would have to manually override your AC to match this number.
Thank got it working now
I'd like to see some ways to customize damage calculations for critical hits.
A long-time (and seemingly popular) method of calculating critical hit damage is the one that WotC adopted for 4th Edition: maximize the normal damage dice and then roll an extra set of damage dice. This guarantees (for players and DMs alike) that a critical hit always does at least 1 point (per damage die) more than the best non-critical hit.
Since there's not already a way to edit the calculation for critical damage in the character sheet, is there a way to use snippet code to override the default damage calculation for critical hits? This can be done fairly easily in a lot of VTT character sheets; then again, those are usually designed to support many different rules systems from different RPGs, so that flexibility may breed (or indeed require) a greater deal of built-in customization.
One thing that just occurred to me is what's the difference between a modifier that "expertise" and the one that gives "twice proficiency"? Is there an actual functional difference between them or just thing in the homebrew creator from when WotC switched from saying the one to the other.
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The thing i found out about them was, that one of them overrides the modifier and the other one replaces it. SO If you got proficiency from one source and then later on you increase that to take twice your proficiency, dependant on which one you input into the modifier, you will either deselect the first choice and just have double the proficiency, or you override the first choice. When deselecting, it will obviously undo your choice and it will prompt you to take a seperate option in your first choice and sometimes you don't want that in a feature, like:
You gain proficiency in skill X, if you are proficient in skill X then you can add double your modifier to that skill.
This you can do by making a multiple choice option one for if you already had proficiency and one where you do not. The one where you don't have proficiency you will now just gain proficiency, but if you are proficient the second option doubles that one. Now you don't want your original choice that gave you said proficiency to be made available, as it is required as per the feature to exist to gain that double proficiency and as such you need the override.
Now f you get a chice to gain expertise in a certain skill through a feature or such, you can use the one that replaces the proficiency and get to choose a new skill to be proficient in, so that it is not a "wasted" option you took.
I have an option right now and liiking which one does what.
SO fyi Expertise overrides the proficiency and Twice Proficiency replaces it.
How would I code something for the following?
"You have a climb speed equivalent to your walking speed."
I can't find any way to say the value is my current walking speed.
Ok question, and apologies if its already been asked, I'm working on a monk subclass that at level 3 you get your choice of one language and a certain skill from 4 choices. Now at levels 11 & 17 you get to pick another language and skill out of the 4, but can also double the proficiency of one of the chosen skills if you so choose. Is there a snippet code for that or is it something else cause I've been working on this one problem for days :'(
Edit: I get the choices at level 3 but not at 11 & 17
@MDavis89
Yes there is a way, if you read my previous post, you can read there what you need to do in the modifier settings of the subclass feature in order to get the thing with double proficiency and so sorted, if the skil you get double proficiency from has to already be one you are proficient with, then you would want to use the Expersise --> [skill] an an override, if you don't need proficiency in the skill, then use Twice Proficient, that would enable you to choose a different skill that was only getting proficiency and now that choice has been cleared up, but i don't think this is what you want so i would advise the first one.
Also this is not something that is part of the snippet code subset, but rather a class feature homebrew setting problem.
The way you could do it, if i read it correctly:
3,3,11,17
^ here language is simply the modifier language with subtype Choose Language, however if you have four distinct language options, then you will need to add those in as seperate options one can choose from. And if you want only one distinct language Option at lvl 3 then it will be harder to do, as you would need to add them all seperately. If you however really want to make this as seemless as possible, you can opt for the choice that this Feture Only gives you the "tick" that is needed for a later feature that takes on the choices made in this feature as a way of asigning what choices you can take (there is ine where you get to choose languages and another for the skills). But this will lead to a lot of Class Features.
There the things you add to the modifiers are for the skills you give Proficiency to as a choice:
MODIFIERS (1)
There the things you add to the modifiers are for the skills you give expertise to as a choice, of yourse you have to make the required classlevel for this option 11, as only then would you be able to upgrade the proficiency to expertise:
how do I put amount of charges equal to one's proficiency bonus in my magic item?
You cannot, magic items are not designed to draw stats like that from a character sheet.
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How can you get the strength modifier to apply. I have used the example you used and it is not applying. Can you please help me?
What exactly do you mean? Snippets will not modify your character’s abilities, they just provide the ability to have numbers that automatically change in the text as we level up or improve our ability scores.
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Is there a way to draw a skill bonus into snippets? For example, I would like to use the snippet to point to the character's intimidation score.
I've decided my original idea to incorporate a skill bonus into a save DC against an ability was a little broken but I still think it would be good to know.
As far as i am aware, there is no way to pinpoint a single skill to a snippet, you can make it so that you see what the bonus of siad skill would be without/with proficiency/expertise. But you can't access the skill itslef, as such i don*'t think your plan will work. As you would always need 4 different value calculation for each of the different states that a skill can be in and that just makes it messy.
Sorry
im trying to make it so that a specific option in my subclass gives you a bonus to the charisma modifier (this is the code I'm using, just in case it helps) i just cant get it to work
{{1+modifier:cha}}
Snippets do not actually adjust anything. If you want it to actually increase your Cha by 1 that will require a Modifier.
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Can you use both @roundup and @min:1 in a single calculation? Some of mine get a bit complex, so like {{(10+(5*modifier:cha)@min:0}} would be one, or {{(modifier:cha)/2@roundup@min:1}} for another.
Yes, you can. You do have to be particular about what order you put them in though.
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