• 0

    posted a message on gold instead of xp

    This is from the 1st edition DMG, you could try some variant of this one.

    Gold Pieces: Convert all metal and gems and jewelry to a total value in gold pieces. If the relative value of the monster(s) or guardian device fought equals or exceeds that of the party which took the treasure, experience is awarded on a 1 for 1 basis. If the guardian(s) was relatively weaker, award experience on a 5 g.p. to 4 x.P., 3 to 2,2 to 1,3 to 1, or even 4 or more to 1 basis according to the relative strengths. For example, if a 10th level magic-user takes 1,OOO g.p. from 10 kobolds, the relative strengths are about 20 to 1 in favor of the magic-user. (Such strength comparisons are subjective and must be based upon the degree of challenge the Dungeon Master had the monster(s) pose the treasuretaker.)


    Treasure must be physically taken out of the dungeon or lair and turned into a transportable medium or stored in the player's stronghold to be counted for experience points.


    All items (including magic) or creatures sold for gold pieces prior to the awarding of experience points for an adventure must be considered as treasure taken, and the gold pieces  received for the sale add to the total treasure taken. (Those magic items not sold gain only a relatively small amount of experience points, for their value is in their usage.)

    Posted in: General Discussion
  • 0

    posted a message on Possible bug: duplicate entries in homebrew backgrounds tool proficiencies

    Is there a reason that Thieves' tools, any of the gaming sets, and musical instruments have duplicate entries when selecting tool proficiencies on a background?

    Posted in: Bugs & Support
  • 1

    posted a message on Needing to purchase books you already have is stupid.

    I wish there was some way to unlock the content in the books that we don’t have just by signing up without having to spend another 30 or so dollars on a book I just recently got. Just wanted to air some complaints and wonder if anyone else has this problem.

     do a quick search of the forums and you'll find a number of threads all with the same explanation of why.

    Posted in: D&D Beyond Feedback
  • 0

    posted a message on [Mega-Thread] Character Sheet Revamp Feedback

    not sure how feasible this would be, but if when the DM clicks on the campaign link on the top right he could see the private notes under the character information that would be helpful, just not sure how you would implement, but then again that's why I'm not a coder.

    Posted in: D&D Beyond Feedback
  • 0

    posted a message on Cannot find the Eberron UA races despite selecting to enable Eberron content
    Quote from Pseudoimmortal >>

    Im confused. If i pay for them now, will they be in my character builder now? Or Monday? or just free on Monday? Or what are we paying for when? Im under the impression it's free now but not later from the link.

     Wizards also did a UA article and that is what will be available on Monday.  If you buy Wayfarer's Guide to Eberron then you get that content now.  So essentially there are 2 pieces for Eberron right now, WGE, and the UA article that was published on Wizards site the same day. WGE available when purchased, UA available on Monday.  

    Posted in: Bugs & Support
  • 1

    posted a message on [Mega thread] Upcoming Character Sheet Wish List
    Quote from Arykai >>

    Would it be possible to have an option to simply ignore the Character Creation steps and just have the blank character sheets to input stats, features, skills and attacks ourselves? 

    This would permit a much wider range of homebrew to be used from Dungeon Masters or Players who do not make use of D&D Beyond, but play with players who do use D&D Beyond. Plus seeing how capable the site is of working like that would certainly make it more appealing to more customers.  

    I play with a DM that creates a very large portion of Homebrew classes or skills or features and I would love to make use of the streamlined apps or my laptop for these new skills and character options but I am limited in what I can put on the sheet currently. If I were to try and use his homebrew I would have to go through the steps of creating all his things in my own personal Homebrew collection on D&D Beyond and then try to use them. 

    Instead it could be much simpler and efficient for me to have an option to access blank Character Sheets on D&D Beyond so that I could simply fill them out freehand, or free typed considering the technology. 

    Doing so would also make D&D Beyond a tool to use in similarly styled table top games that run on the same mechanics.  

    I just know I would love to have a selectable option to have the wonderful layout blanked and filled out entirely by my own knowledge or discretion instead of being mostly dependant on checking off selection boxes and going step by step. 

    Hopefully this can be taken into consideration if it hasn't been already. 

     Couldn't you build a very basic level 1 character, export the sheet and then just blank out all the fields and populate them as you wish?

    Posted in: D&D Beyond Feedback
  • 0

    posted a message on Possibly still a BUG with Bugbear reach

    It seems that the reach has been fixed if the bugbear is wielding a weapon, however the trait long-limbed indicates a melee attack, not a melee weapon attack, so it seems that the reach would apply to unarmed strikes and tavern brawler strike as well.  If i'm wrong feel free to tell me so.

    Posted in: Bugs & Support
  • 0

    posted a message on Rotating DMs
    Quote from TatsuFuyukaze >>

    They are two different games, just to clarify. That’s the reason why I I was asking.

     Yeah as long as someone has a master sub it shouldn't be an issue

    Posted in: General Discussion
  • 0

    posted a message on Rotating DMs
    Quote from TatsuFuyukaze >>

    So my group of friends meets up weekly to play; but every week we rotate whose game we’re playing. So my question is: while content sharing, can you have two people have their own campaign?

    Say this week is my game. I log in pull up my game and we’re all able to play. But next week it’s “Andy’s” campaign, could he sign on and using the content and DM? Or would he have to get his own legendary package?

     Short answer is yes.  As long as content sharing is on in the campaign then all content is shared. You may need more than one master sub depending on how many games.

    Posted in: General Discussion
  • 1

    posted a message on [Mega Thread] Focused Feedback - Campaign Management
    Quote from VVildcard_ >>

    Guys, whats the purpose of the "Create a folder" inside the Campaign details? I tried to create one to test it but nothing happens...

     That is something that was added by one the of the chrome extensions, not sure which one exactly.

     

    Edit:  Just checked it is beyond help that adds that button, it was done for managing characters.  I don't know all of the details but that is what it is there for.

    Posted in: D&D Beyond Feedback
  • 1

    posted a message on Missing spell - Dissonant Whispers
    Quote from Jimrabbit >>

    Ah. That's probably it. Might as well pick up the PHB once I get out of work and am not on unsecured wifi. Thanks for the help. will update if that doesn't fix it.

     There is discount right now.  The link to get is n one of these threads titled discount code.  May be in general discussion

    Posted in: Bugs & Support
  • 1

    posted a message on Missing spell - Dissonant Whispers

    Do you own the PHB here on Beyond?  If not then the spell, or PHB needs to be purchased or you can enter it via the Homebrew option.  

    Posted in: Bugs & Support
  • 0

    posted a message on [Mega-Thread] Character Sheet Revamp Feedback
    Quote from Dausuul >>

    Hey, looking at the screen capture from the most recent changelog post... that backdrop doesn't look like any of the currently available ones.

    Is this a hint about the next release? :)

     I believe that was part of Xanathar's, or maybe just the pre-order.  I assume you are talking about the one with the palm trees.

    Posted in: D&D Beyond Feedback
  • 0

    posted a message on Blood Hunter
    Quote from Generic_Poster >>
    Quote from Josef >>
    Quote from Generic_Poster >>

    One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not.  In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing.  Similarly, the HP cost of enhancing  blood curses goes up as you rise in level, but the effectiveness does not.

    I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way.  For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.

    The cost of these actions as levels increase really seems to bork the class to me.  However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something.  Anyone have any thoughts?

     The damage die does increase though:

     

    As a bonus action, you imbue a single weapon with the elemental energy of a known rite until your next short or long rest. While active, attacks from this weapon deal an additional 1d4 rite damage of the chosen elemental type. Rite damage is considered magical. The rite damage die changes as you gain blood hunter levels, as shown in the crimson rite damage die column of the blood hunter table. Should your weapon leave your grip, the rite fades immediately. An active rite on a weapon thrown fades directly after the attack is complete.  

    so the damage goes up, but only every 4th or 5th level, and you take damage equal to your level.  If I read the ability correctly.

     

    Right, but my point was that it costs a level 1 player 1 hit point to deal 1d4 extra damage.  At 4th level, the cost is 4 hit points, but you still only deal 1d4 rite damage.  So, between level 1 and level 4, the hit point cost quadruples, but the damage output stays the same.

    It makes sense that the cost would go up when the damage die increases, but it doesn't make sense (to me) that the cost would rise in the "in between levels" (i.e., levels 2-4, 6-10, 12-16, and 18-20) when the damage die stays the same.

     I tried to edit that post, my reading comprehension today sucks, I apologize for making you come read that reply.  I figured it out after bouncing between your post and the class 7 or 8 times and decided I was better off not posting that, I should have just deleted it.

    Posted in: General Discussion
  • 0

    posted a message on Blood Hunter
    Quote from Generic_Poster >>

    One design element of the class I find kind of weird is how the crimson rite damage you take increases every level, even when the effectiveness of the rite does not.  In other words, a level 1 blood hunter takes 1 point of damage to make a weapon do an additional 1d4 points of damage, while a 4th level blood hunter takes 4 points of damage to do the exact same thing.  Similarly, the HP cost of enhancing  blood curses goes up as you rise in level, but the effectiveness does not.

    I understand that taking 4 points of damage at 4th level is roughly the same proportionally as taking 1 point at 1st level, but other class abilities don't work this way.  For example, it doesn't cost a 20th level sorcerer more sorcery to create a first level spell slot than it does a third level sorcerer just because the 20th level guy has more points.

    The cost of these actions as levels increase really seems to bork the class to me.  However, Matt Mercer has forgotten more about game design than I'll never know, so I'm probably missing something.  Anyone have any thoughts?

     Nevermind, my brain is fried and my reading comprehension today sucks.  Sorry to waste your time.

    Posted in: General Discussion
  • To post a comment, please or register a new account.