Is it possible to disable the 2024 SRD in a campaign? I want to start a new campaign, but only want my players to have access to the 2014 content? is that possible?
I am trying to make a sword that has a +3 to hit but a -3.to damage. Is this possible to do in an item or would it need to be done as an override in player sheet?
Has anyone tried a Moby Dick-style encounter? I was thinking of a two-phase encounter, the first encounter would be "Ship vs Ship" and then the second encounter would be a tactical grid battle map.
Has anyone tested the rules from Ghost of Salt Marsh? Do they work?
My players will have to hunt a "Leviathan" (A homebrew, Huge whale-like creature). Has anyone ever tried to run an encounter like this before? I was thinking about a 2 part battle. Part 1, would be a ship battle and Part 2 would be a tactical battle on a Ship battle map.
Has anyone tried the ship combat as stated in the Ghosts of Salt Marsh? does it work at all? is it fun? If not can someone recommend a third-party rule set to use?
I understand in theory how to do this and have done it. My "Mods" for lack of a better word ... show up under the "Optional" tab under the character creation menu, however even once selected they do not actually overite the default settings.
Are there tutorials on this? I don't think it works the way I want it to... for example, making a monk hit dice a d10 by cresting a feature at level 1 called hit dice and setting it to replace has no effect.
I would also like to determine if it is possible to increase ki to level + wisdom modifier.
I had a player whose story was they were a dragon... who lost a bet with a Giant and had to live a life as a humanoid.
The player race was a Kobold (which happened to be blue) and the class was a Dragon Sorc (bronze). Because all the players started with a feat they chose the elemental adept adept lightning. They needed to get level 9 spells to be able to "Wish" them back to their true form.
I want the party to have an exploration/social encounter with the bagman (not Combat)
I considered having a Bag of Holding sitting unguarded in the middle of a campsite. No one is around, but there are scratch marks leading toward the bag.
I was thinking of making it a skill challenge with a bag of holding as a reward.
I am trying to make a Feat or Item that will give a monk more ki points.
Is this even possible? I thought about making it a magic item with charges that reset during a short rest but i would prefer it to be algorithmic so that it changes with level-ups and ASI.
I want the new Ki equation to be = Monk Level + Wisdom Modifier.
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Is it possible to disable the 2024 SRD in a campaign? I want to start a new campaign, but only want my players to have access to the 2014 content? is that possible?
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Is it possible to change a weapons master property? For example from topple to .... something else?
Is it possible to change a weapons base damage? Say changing a greatsword from 2d6 to 3d6.
Do any of these settings actually update the character sheet?
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Guess no one can help
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I am trying to make a sword that has a +3 to hit but a -3.to damage. Is this possible to do in an item or would it need to be done as an override in player sheet?
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I wish you could pick and choose features to to use from 5.5 vs 5.0 in a campaign on dnd beyond.
Like use the spell changes without class changes and such.
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Has anyone tried a Moby Dick-style encounter? I was thinking of a two-phase encounter, the first encounter would be "Ship vs Ship" and then the second encounter would be a tactical grid battle map.
Has anyone tested the rules from Ghost of Salt Marsh? Do they work?
0
My players will have to hunt a "Leviathan" (A homebrew, Huge whale-like creature). Has anyone ever tried to run an encounter like this before? I was thinking about a 2 part battle. Part 1, would be a ship battle and Part 2 would be a tactical battle on a Ship battle map.
Has anyone tried the ship combat as stated in the Ghosts of Salt Marsh? does it work at all? is it fun? If not can someone recommend a third-party rule set to use?
0
I understand in theory how to do this and have done it. My "Mods" for lack of a better word ... show up under the "Optional" tab under the character creation menu, however even once selected they do not actually overite the default settings.
Any idea what I am doing wrong?
0
Are there tutorials on this? I don't think it works the way I want it to... for example, making a monk hit dice a d10 by cresting a feature at level 1 called hit dice and setting it to replace has no effect.
I would also like to determine if it is possible to increase ki to level + wisdom modifier.
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I had a player whose story was they were a dragon... who lost a bet with a Giant and had to live a life as a humanoid.
The player race was a Kobold (which happened to be blue) and the class was a Dragon Sorc (bronze). Because all the players started with a feat they chose the elemental adept adept lightning. They needed to get level 9 spells to be able to "Wish" them back to their true form.
Nearly all flavor...
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Is it possible for a subclass to override the default settings from a class?
Examples
Making a monk or artificer use a d10 hit dice?
Giving a Barbarian a 3rd attack as part of its multi-attack?
Giving a fighter an additional use of Action Surge?
I assume these things are not possible to do on DNDbeyond, I just wanted to make sure.
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I want the party to have an exploration/social encounter with the bagman (not Combat)
I considered having a Bag of Holding sitting unguarded in the middle of a campsite. No one is around, but there are scratch marks leading toward the bag.
I was thinking of making it a skill challenge with a bag of holding as a reward.
Has anyone ever done anything like this before?
0
I am trying to make a Feat or Item that will give a monk more ki points.
Is this even possible? I thought about making it a magic item with charges that reset during a short rest but i would prefer it to be algorithmic so that it changes with level-ups and ASI.
I want the new Ki equation to be = Monk Level + Wisdom Modifier.
Any idea how to make something like this work?
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Is it possible to make an item or feat or something that would give a bard extra uses of their bardic inspiration?
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I am trying to make a set of Armor that makes the AC = 10 + Charisma Mod.
Any idea how to do this?