Working with a buddy on a special custom magic rifle for his slightly steampunk game, and we're trying to figure out how to get the rifle to not have the absolutely, stupidly dismaying range it's stuck with. I located this modifier in the editor, but nothing I try with it has any effect whatsoever on the weapon's listed range. Dumb thing just stays 80/240, no matter what figure I use for the multiplier. Tried small integers like 2 or 3, no dice. Tried entering "100%", got told "Not a valid number". Tried leaving the sign off and just adding a 200 multiplier (200% higher, i.e. three times normal range) - nada.
What the heck is one supposed to feed this modifier to make it work? Apologies in advance, normally I'm not awful at figuring out this nightmarish workaround hack, but in this case I'm hitting a wall. Blargh.
Working with a buddy on a special custom magic rifle for his slightly steampunk game, and we're trying to figure out how to get the rifle to not have the absolutely, stupidly dismaying range it's stuck with. I located this modifier in the editor, but nothing I try with it has any effect whatsoever on the weapon's listed range. Dumb thing just stays 80/240, no matter what figure I use for the multiplier. Tried small integers like 2 or 3, no dice. Tried entering "100%", got told "Not a valid number". Tried leaving the sign off and just adding a 200 multiplier (200% higher, i.e. three times normal range) - nada.
What the heck is one supposed to feed this modifier to make it work? Apologies in advance, normally I'm not awful at figuring out this nightmarish workaround hack, but in this case I'm hitting a wall. Blargh.
Hi Yurei1453,
That modifier currently does fig all. That’s why, much like base damage, it is still currently not possible to change base weapon range either. The best you can do currently is put it in the note like this: https://www.dndbeyond.com/magic-items/1243170-heavy-longbow
UGH. Thanks for the information, Sposta. That note of "this is the actual range" is currently what we're doing, was just hoping I could figure out a better option. Blrrgh.
UGH. Thanks for the information, Sposta. That note of "this is the actual range" is currently what we're doing, was just hoping I could figure out a better option. Blrrgh.
Not until DDB finishes the homebrew creator upgrade. I imagine that will all come when they announce that we can finally make homebrew non-magic items. Sorry Yurei.
PS-Custom Action can do it if the rest of the item isn’t too fancy.
Oh I know, there's plenty of ways to BS stuff on the sheet. The weapon in question is fairly straightforward, but yeah. Still steams my cookies that the system is so freaking kludgy; half the point of the awesome digital tool is supposed to be that we don't have to pull this kind of wonky workaround. I could get a form-fillable PDF on Myth-Weavers for zero dollars a whole helluva lot cheaper than doing anything on DDB. Hueh.
Oh I know, there's plenty of ways to BS stuff on the sheet. The weapon in question is fairly straightforward, but yeah. Still steams my cookies that the system is so freaking kludgy; half the point of the awesome digital tool is supposed to be that we don't have to pull this kind of wonky workaround. I could get a form-fillable PDF on Myth-Weavers for zero dollars a whole helluva lot cheaper than doing anything on DDB. Hueh.
Ah well. Maybe some day.
I think it was accidentally put in, and then abandoned because nothing uses it. But now people want it, so I figure it’s just a matter of time.
Why the heck do they add a choice like this that does... nothing? It's not the only one, either.
Because the modifier and modifier subtypes dropdowns are pulled from a single database list for all homebrew. Devs probably have some form of reference guide on the functions for each screen and what options work for each type of creation. Functions and options that work on subclasses don't work on feats or species, etc. Some probably work only on classes and nothing else which means none of the homebrew things we have access to can use them. Since we don't have access to whatever internal reference guide the devs might have, we don't know for sure.
It is kinda thrown together in a mish mash way. If you list out the modifier sub types, they are all the same drop downs for each type of homebrew though some are in a different sort order telling me the different creation methods were built at different times, possibly by different devs. At least that was the case when I captured a list of all the modifier subtypes a few years back when I started my own exploration and started a google sheet to see what I could figure out.
Once I noticed Magic Items, Species, and Subclasses all had the exact same list of modifier subtypes, and feats had the same list (with actual feats removed) too, I threw my hands in the air and said it was impossible to try and reverse engineer any kind of pseudo reference document because I figured out they basically took the dev tools, turned off class creation, and vomited it out for the community to use with little to no guidance for us plebians.
Working with a buddy on a special custom magic rifle for his slightly steampunk game, and we're trying to figure out how to get the rifle to not have the absolutely, stupidly dismaying range it's stuck with. I located this modifier in the editor, but nothing I try with it has any effect whatsoever on the weapon's listed range. Dumb thing just stays 80/240, no matter what figure I use for the multiplier. Tried small integers like 2 or 3, no dice. Tried entering "100%", got told "Not a valid number". Tried leaving the sign off and just adding a 200 multiplier (200% higher, i.e. three times normal range) - nada.
What the heck is one supposed to feed this modifier to make it work? Apologies in advance, normally I'm not awful at figuring out this nightmarish workaround hack, but in this case I'm hitting a wall. Blargh.
Please do not contact or message me.
Hi Yurei1453,
That modifier currently does fig all. That’s why, much like base damage, it is still currently not possible to change base weapon range either. The best you can do currently is put it in the note like this: https://www.dndbeyond.com/magic-items/1243170-heavy-longbow
I hope this information has been helpful.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Well that's bloody helpful. -_-
UGH. Thanks for the information, Sposta. That note of "this is the actual range" is currently what we're doing, was just hoping I could figure out a better option. Blrrgh.
Please do not contact or message me.
Not until DDB finishes the homebrew creator upgrade. I imagine that will all come when they announce that we can finally make homebrew non-magic items. Sorry Yurei.
PS-Custom Action can do it if the rest of the item isn’t too fancy.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
Oh I know, there's plenty of ways to BS stuff on the sheet. The weapon in question is fairly straightforward, but yeah. Still steams my cookies that the system is so freaking kludgy; half the point of the awesome digital tool is supposed to be that we don't have to pull this kind of wonky workaround. I could get a form-fillable PDF on Myth-Weavers for zero dollars a whole helluva lot cheaper than doing anything on DDB. Hueh.
Ah well. Maybe some day.
Please do not contact or message me.
I think it was accidentally put in, and then abandoned because nothing uses it. But now people want it, so I figure it’s just a matter of time.
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
People have wanted it for years and it still doesn't get added.
Still waiting.
Still waiting.
Like range rarely comes up in my games (especially not with the longbow my item is based on), but still, I wanna see the numbers get bigger.
Still waiting...
Why the heck do they add a choice like this that does... nothing? It's not the only one, either.
Because the modifier and modifier subtypes dropdowns are pulled from a single database list for all homebrew. Devs probably have some form of reference guide on the functions for each screen and what options work for each type of creation. Functions and options that work on subclasses don't work on feats or species, etc. Some probably work only on classes and nothing else which means none of the homebrew things we have access to can use them. Since we don't have access to whatever internal reference guide the devs might have, we don't know for sure.
It is kinda thrown together in a mish mash way. If you list out the modifier sub types, they are all the same drop downs for each type of homebrew though some are in a different sort order telling me the different creation methods were built at different times, possibly by different devs. At least that was the case when I captured a list of all the modifier subtypes a few years back when I started my own exploration and started a google sheet to see what I could figure out.
Once I noticed Magic Items, Species, and Subclasses all had the exact same list of modifier subtypes, and feats had the same list (with actual feats removed) too, I threw my hands in the air and said it was impossible to try and reverse engineer any kind of pseudo reference document because I figured out they basically took the dev tools, turned off class creation, and vomited it out for the community to use with little to no guidance for us plebians.
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