Quote from iamtheddrman >>2) Add a "friendly NPC" category to the Encounter Builder that functions exactly like the monster section, but counts with the PCs for the purposes of calculating encounter difficulty. This becomes even more important now with the Combat Tracker, as my previous workaround of adding generic PCs at various levels and tracking the combat/initiative separately now generates a bunch of pictures of Adam in my initiative order lol
On this subject, I'd like to be able to add creatures under the party's control from the Extras tab, such as pets/familiars directly to initiative order via a similar interface to this.







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The original "leaker" has confirmed this is a full hoax.
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Unfortunately, the result of that is an inaccessible UI. For some people, dark mode reduces eye strain and headaches, for others it increases it. The current choice means that DMs who use this as an accessibility feature rather than a method of style expression are going to experience discomfort while viewing character sheets either way.
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It is very silly to have dark mode as a per-sheet setting, when it's a per-person UX preference. Alternating between dark/light sheets as a DM and getting asked every time I open a sheet whether I want to configure dark mode is a very messy experience and it's surprising that behaviour has persisted as long as it has after the first release of the feature.
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This seems to be a misunderstanding about what "X" is. Fortunately, the seller provides detailed documents summarising the products and services you're paying for.
X is not a discrete textual product locked forever in time, it is the service as defined by the Terms of Sale and Terms of Service, which note that "toolkits and other functionality on D&D Beyond are provided as-is, and are subject to changes and further development."
I would suggest aligning your expectations with the ToS because they're unlikely to be changed to reflect your expectation.
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Twitch have (relatively) recently changed their authentication system to use a more strict "recognised device" system. If your device clears all cookies/browser state when you close the browser, you'll need to provide that 6 digit number every time you log in. It's a frustrating implementation of that particular control, but I suppose it's what we're stuck with for now.
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Where is this documented or even implied? This seems to be a strange and arbitrary restriction to suggest is part of D&D itself, rather than a particular playstyle.
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Is anyone else finding the "open menu on hover" to be less snappy than before? I feel like there's a more perceptible pause in the menu's appearance.
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I am the DM of a campaign and have enabled content sharing in that campaign. If I use the join link to add one of my characters to the campaign, then deactivate that character, it also toggles the content sharing off (maybe only if it's the last character assigned to me, I haven't checked). There are plenty of use cases for wanting to deactivate a character you own in a campaign, while leaving content sharing turned on, so I presume this is a bug.
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Mine opened up and hovering over "remove from collection" changed it to "requires subscription" (which I have). Unhovering then set it to "Add to collection" but the item wasn't removed as the button didn't function.
Rather than being an ajax-post style button, it had a data-url of "/homebrew/collection/toggle?entityId=114257&entityTypeId=779871897". When I took a working button and changed its href to this, finally the removal worked, so the server endpoint accepted the toggle but the client didn't facilitate it.
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I've found the kanka.io developer to be super receptive to user feedback and very conscious of monetization concerns. They note that users retain all rights to their data. They've also commented that hiding features behind a paywall isn't something they feel would be the right way to design the platform. https://kanka.io/en/releases/59-patreon-and-the-future-of-kanka
So far I'm on board with their approach to things, and the source code for the current incarnation of the platform is available. Kanka lets me set up nested locations, so that I can navigate to a region, see the cities/settlements in it, list the people in those cities/settlements. I can then go deeper and see the buildings in those cities and which people are located in those. I can map out how those people are related to one another and which organisations they're members of. I've tried out a number of methods of organisation my campaign and haven't found anything as good as this.
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I seem to have achieved my objective with setting armor class by using "Set - Minimum Base Armor", but I'm not sure whether there are subtle differences which will prevent this working for others.
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I've recently moved my campaign from OneNote into https://kanka.io/ which is designed for and perfectly suited to worldbuilding and campaign management. It's free to use and I highly recommend checking it out.
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It sounds like you're being selective in where you can and can't suspend disbelief. That's cool, it's your world. You can say that oaths aren't magic just like you can say that dragons have jetpacks instead of wings, as long as you acknowledge that it's a variation on the default and clearly communicate your vision to the player.
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I don't think a paladin needs a god to mediate their interaction with magic. Their Oath itself is the source of their power.
"a paladin’s oath is a powerful bond. It is a source of power that turns a devout warrior into a blessed champion." - https://www.dndbeyond.com/characters/classes/paladin#PaladinClassDetails
The description of the Oath of Conquest itself explicitly allows the paladin to be committed to a philosophy, rather than a god:
"The Oath of Conquest calls to paladins who seek glory in battle and the subjugation of their enemies. It isn’t enough for these paladins to establish order. They must crush the forces of chaos. Sometimes called knight tyrants or iron mongers, those who swear this oath gather into grim orders that serve gods or philosophies of war and well-ordered might."
So, yeah. As written, random person can swear an oath to themselves without any divine intervention and be granted magic powers. But the silliness of that statement comes from intentionally phrasing it in a silly way. It's up to your player and you as a DM to find a way to phrase that which sounds more credible in your world. Fortunately, the existing material about how paladin powers work already does much of the work for you. Paladins are so devoted to their causes that that devotion itself is strong enough to allow them to draw on its power to achieve magical outcomes.
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Worth noting that the variant familiar rules are intended for NPCs rather than PCs using Find Familiar (https://www.sageadvice.eu/2018/01/02/are-the-variant-familiars-rules-intended-for-players-and-npcs-or-just-npcs/)