I'm trying to implement a stress-like system counter using homebrew tools. It should apply -1 to attack, saving throw, ability check and initiative rolls, as well as spell save DC.
Penalties are added via custom magic item with the following modifiers:
Bonus - Ability Checks, Saving Throws, Mele Attacks, Ranged Attacks, Spell Attacks, Initiative, Spell Save DC.
Neither of those, nor other Attack related bonusses seem to impact spells added via afromentioned features. Am I missing something, or is this yet another thing DDB homebrew system cannot interact with?
It's not supported because it kind of goes against the basic design principles of the edition. I would probably just try to implement this concept within the design parameters of 5e. I wouldn't hold my breath for support of fiddly -1 penalties here and there - those likely aren't coming back anytime soon. The 5e version of this kind of thing is to impose disadvantage around the time they'd be around -3 to -5, and then just have them auto-fail at higher levels. Same general idea.
I just know if my players were walking around with -6 or -8 to everything, they would expect to fail things anyway. So it would just be a lot less work than piling up incremental penalties but have the same basic effect at the table. Or you can use the closest thing 5e has to an incremental system - exhaustion.
It's not supported because it kind of goes against the basic design principles of the edition. I would probably just try to implement this concept within the design parameters of 5e. I wouldn't hold my breath for support of fiddly -1 penalties here and there - those likely aren't coming back anytime soon. The 5e version of this kind of thing is to impose disadvantage around the time they'd be around -3 to -5, and then just have them auto-fail at higher levels. Same general idea.
I just know if my players were walking around with -6 or -8 to everything, they would expect to fail things anyway. So it would just be a lot less work than piling up incremental penalties but have the same basic effect at the table. Or you can use the closest thing 5e has to an incremental system - exhaustion.
Stress is an official system introduced by WotC in Van Richten's Guide to Ravenloft. That's pretty much what I want to implement. The issue is that, while D&D Beyond does not have an official tool to implement it, there is a way to workaround it, by creating an item that applies bonusses, but it still does not work properly, because bonusses are not added to all types of spells, or rather spells from certain features.
Now, bonusses is 100% something 5e has, and is designed to have. For example +1 weapons increases attack rolls. Amulet of the Devout and alike, increases all spell attack and save DCs. But those bonusses, even from official items, nor ones I want to use in my magic item, apply to spells learned from features like Tome Pact Boon or Druidic Warrior Fightning Style.
For example, this is a character with 3 levels of Warlock, Pact of the Tome. It has Eldritch Blast from Warlock and Fire Bolt from Pact of the Tome, and has +6 to spell attack:
Now attuning to Amulet of the Devout +3 only increases the +hit of Eldritch Blast, but not Fire Bolt:
That's my issue - another gap in what D&D can and cannot support - turns out here it cannot properly support another official item. The issue is not stacking. The issue is that you cannot apply a bonus to things that you should be able to.
I'm trying to implement a stress-like system counter using homebrew tools. It should apply -1 to attack, saving throw, ability check and initiative rolls, as well as spell save DC.
Following the advise in https://www.dndbeyond.com/forums/dungeons-dragons-discussion/homebrew-house-rules/153549-multiple-negative-modifiers-in-a-feat?comment=6 I managed to almost get it right, except it does not apply the negative values to spells that character gets through fightning style (Druidic fightning style for Ranger) or through Book of Invocations for Warlock. This is character sheet with -10 penalty applied:
Spells:
Actions:
Penalties are added via custom magic item with the following modifiers:
Bonus - Ability Checks, Saving Throws, Mele Attacks, Ranged Attacks, Spell Attacks, Initiative, Spell Save DC.
Neither of those, nor other Attack related bonusses seem to impact spells added via afromentioned features. Am I missing something, or is this yet another thing DDB homebrew system cannot interact with?
It’s just something else the system can’t quite do.
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Ah, I thought so, but still hoped I was just missing something :( Balls, guess I'll have to keep waiting for them to properly revamp DDB.
It's not supported because it kind of goes against the basic design principles of the edition. I would probably just try to implement this concept within the design parameters of 5e. I wouldn't hold my breath for support of fiddly -1 penalties here and there - those likely aren't coming back anytime soon. The 5e version of this kind of thing is to impose disadvantage around the time they'd be around -3 to -5, and then just have them auto-fail at higher levels. Same general idea.
I just know if my players were walking around with -6 or -8 to everything, they would expect to fail things anyway. So it would just be a lot less work than piling up incremental penalties but have the same basic effect at the table. Or you can use the closest thing 5e has to an incremental system - exhaustion.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
Stress is an official system introduced by WotC in Van Richten's Guide to Ravenloft. That's pretty much what I want to implement. The issue is that, while D&D Beyond does not have an official tool to implement it, there is a way to workaround it, by creating an item that applies bonusses, but it still does not work properly, because bonusses are not added to all types of spells, or rather spells from certain features.
Now, bonusses is 100% something 5e has, and is designed to have. For example +1 weapons increases attack rolls. Amulet of the Devout and alike, increases all spell attack and save DCs. But those bonusses, even from official items, nor ones I want to use in my magic item, apply to spells learned from features like Tome Pact Boon or Druidic Warrior Fightning Style.
For example, this is a character with 3 levels of Warlock, Pact of the Tome. It has Eldritch Blast from Warlock and Fire Bolt from Pact of the Tome, and has +6 to spell attack:
Now attuning to Amulet of the Devout +3 only increases the +hit of Eldritch Blast, but not Fire Bolt:
That's my issue - another gap in what D&D can and cannot support - turns out here it cannot properly support another official item. The issue is not stacking. The issue is that you cannot apply a bonus to things that you should be able to.