Hello, I am attempting to design a lot of home-brew creations, but I keep getting confused on what the modifiers in the create modifier section do. I cannot find anything that explains how "Damage" affects gameplay? Does it change the damage you deal? If so, does it make your unarmed strike do that damage or all your attacks? I am just hoping to have something that explains what each modifier type and subtype do.
If anyone is willing to make a reference, that would be greatly appreciated
The damage modifier adds different kinds of damage to weapons, and spells. Features that grant specific attacks too I think.
Honestly, there is too much to explain. And some modifiers have different available subtypes depending on what they are attached to. For example, the Damage Modifier has an “additional” subtype for (I think) spells, but that subtype is not available for subclass features.
it would be faster if you tell us what you want to access so we can tell you how to accomplish it. Or if it cannot be accomplished.
Is there somewhere that says what each thing is? if so, then that is what would be most helpful. I just mostly want to know for the sake of knowing, nothing very specific, I just sometimes can't figure things out
will there be once? Or at least a list somewhere that tells what Modifier has what Modifier Subtypes and what Modifier Subtypes contain what/have what effects? For example if I choose the Modifier Proficiency, which Modifier Subtype then contains the choice between Animal Handling, Acrobatics and Athletics?
Do I have to test all of them myself or does some kind of list already exist somewhere?
will there be once? Or at least a list somewhere that tells what Modifier has what Modifier Subtypes and what Modifier Subtypes contain what/have what effects? For example if I choose the Modifier Proficiency, which Modifier Subtype then contains the choice between Animal Handling, Acrobatics and Athletics?
Do I have to test all of them myself or does some kind of list already exist somewhere?
I had started putting something like this together nearly 2 years ago. Started checking what subtypes were in which modifiers. I even started a google sheet to keep track of what mapped where. I had mapped out what subtypes went to what modifiers for magic items and feats when I realized the modifier drop downs all had the same entries. The messed up part though was the order of the modifiers. Magic item, races, and subclasses were all identical with what entries were there but feats had the same entries but in an ENTIRELY DIFFERENT ORDER.
Its at that point I threw my hands in the air and gave up on trying to understand how they built the modifier system. That's where I figured out they simply reused the same modifier screens on those 4 types of homebrew even if some of the options are not mapped to anything that functions, such as BONUS or DAMAGE + SOME_SUBTYPE + DICE + DIE_TYPE to change or add damage dice to a weapon. Even then the different sections must have been cobbled together by different developers as evidence by the sort order of the drop downs is identical for 3 forms of homebrew but a completely different order for the 4th kind.
This was all in 2023 and I have no clue if anyone has gone into that backend programming to rearrange things as it was confusing enough to try and reverse engineer the functionality of that particular screen.
I went ahead and made that google sheet editable by anyone if they want to try and pick up from where I abandoned the project, frustrated.
Thanks @Mairondil, I'll keep that sheet open and maybe work on it a little further sometimes, rn it seem to already contain what I need for my current projekts
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Hello, I am attempting to design a lot of home-brew creations, but I keep getting confused on what the modifiers in the create modifier section do. I cannot find anything that explains how "Damage" affects gameplay? Does it change the damage you deal? If so, does it make your unarmed strike do that damage or all your attacks? I am just hoping to have something that explains what each modifier type and subtype do.
If anyone is willing to make a reference, that would be greatly appreciated
I apologize if this in the wrong forum
The damage modifier adds different kinds of damage to weapons, and spells. Features that grant specific attacks too I think.
Honestly, there is too much to explain. And some modifiers have different available subtypes depending on what they are attached to. For example, the Damage Modifier has an “additional” subtype for (I think) spells, but that subtype is not available for subclass features.
it would be faster if you tell us what you want to access so we can tell you how to accomplish it. Or if it cannot be accomplished.
Creating Epic Boons on DDB
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Is there somewhere that says what each thing is? if so, then that is what would be most helpful. I just mostly want to know for the sake of knowing, nothing very specific, I just sometimes can't figure things out
No
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
What is the DO NOT USE modifier subtype for Immunity for?
will there be once? Or at least a list somewhere that tells what Modifier has what Modifier Subtypes and what Modifier Subtypes contain what/have what effects?
For example if I choose the Modifier Proficiency, which Modifier Subtype then contains the choice between Animal Handling, Acrobatics and Athletics?
Do I have to test all of them myself or does some kind of list already exist somewhere?
I had started putting something like this together nearly 2 years ago. Started checking what subtypes were in which modifiers. I even started a google sheet to keep track of what mapped where. I had mapped out what subtypes went to what modifiers for magic items and feats when I realized the modifier drop downs all had the same entries. The messed up part though was the order of the modifiers. Magic item, races, and subclasses were all identical with what entries were there but feats had the same entries but in an ENTIRELY DIFFERENT ORDER.
Its at that point I threw my hands in the air and gave up on trying to understand how they built the modifier system. That's where I figured out they simply reused the same modifier screens on those 4 types of homebrew even if some of the options are not mapped to anything that functions, such as BONUS or DAMAGE + SOME_SUBTYPE + DICE + DIE_TYPE to change or add damage dice to a weapon. Even then the different sections must have been cobbled together by different developers as evidence by the sort order of the drop downs is identical for 3 forms of homebrew but a completely different order for the 4th kind.
This was all in 2023 and I have no clue if anyone has gone into that backend programming to rearrange things as it was confusing enough to try and reverse engineer the functionality of that particular screen.
I went ahead and made that google sheet editable by anyone if they want to try and pick up from where I abandoned the project, frustrated.
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)
For anyone that cares, here is an alphabetized list of all modifier subtypes for all modifiers, as of October 2023:
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)
Thanks @Mairondil, I'll keep that sheet open and maybe work on it a little further sometimes, rn it seem to already contain what I need for my current projekts