Homebrew nonmagical Equipment

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70 comments

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    Josh LaBrie

    All, this has been on the long term roadmap for 1.5 years. Don't expect to see it within the next 1-2 years, if ever.
    It's clear the devs are more interested in profit based improvements like dice, encounter builders, etc. Things they can charge you money for. Revamping homebrew is a nice to have, but gains them nothing in terms of profit.
    What is silly is that it has to be one of the easiest things to program. Just give us more options instead of the restrictions when creating items. We are not asking for an entire rewrite.

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    someone kill me pls

    This is a thing that needs to exist, along with class feature editing options

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    Justin Swank

    I am always finding myself in these positions to need this feature as well.  I make alot of mundane item for my players to use.  It would be nice to have them as a base so they can just select it and i dont have to tell them it weights x it costs x.  Everytime i ask this im told just make it in the magic items section.  That isn't the best.  Also have been told oh just use the custom item section.  That works but then my players are like what is this thing.

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    EBR

    I am still genuinely surprised to find such a highly upvoted request not anywhere on the Roadmap. It's not that the feature hasn't been implemented, so much as the fact that there's no feedback on why we've not seen it.

    While I understand a full tool to create custom non-magical items would be a grand undertaking - integration of new weapon bases, for example, would likely be much more complex behind the scenes than on the surface - I would be more than happy with a temporary fix of adding "Non-magical" as a rarity to the magic item creator, honestly. 

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    Ashwa Fact

    I would really like to see this. I have lots of home brewed items, weapons and armor that i would like to add  

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    Joe Carrano

    It would be a really simple change.  Magic items possess the "Magic" tag (magic=1).  Seems like they could rename "Create Homebrew Magic Items" to "Create Homebrew Items" then add the "Magic" checkbox to the page. 

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    Justin Swank

    Once again i find my self in the situation where I wish i had a place to create my non magical items.

     

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    Dean Banning

    Please add this

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    Mark Owens

    Absolutely! I have a bounty hunter organization famous for using a mancatcher to catch their bounty targets. I can't create this in DDB as it is now. This is a massive failure in design on their part that we can't do this, especially after all this time. 

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    p-thor

    You can make a non magical item. I t is just for 1 specific character. In your character sheet go to equipment> manage equipment> custom items > add custom item.

    Now you can give it all the stats and description you want. It is just not easily set up for multiple chars or npcs.

    But I agree that having a section to add equipment would be better.

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    Draco Druid

    @p-thor: Try creating a custom weapon e.g. a 1d8 finesse slashing weapon and tell me how you did it.

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    p-thor

    Ok you can add a rapier and modify it. Or you can add a custom action with all the stats you want.

    By no definition perfect but it could work meanwhile.

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    Draco Druid

    You can neither change the weapon's damage dice or damage type, nor its properties, or whether you are proficient or not. You simply can't.

    Okay. The tipp with the custom action might work as a workaorund, but it's still bad.

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    Ashwa Fact

    Any ideas how to make custom AC for HB armor? Best I have found is to make custom magic item then adjust bonus to match. It kind of works.  

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    Justin Swank

    With the announcement about some functions that have been highly requested i thought this would be one of those coming.  I am a desperate need for this for my games.  I am doing a major crafting style game. That involves finding ore, herbs, and other items that aren't typically found in dnd.  i want to make them for my players but they are not magical items.

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    Mark Owens

    Making a nonmagical item just for one character is ABSOLUTELY not good enough.

    As a DM, I need to create non-magical items that I can give to my players on their sheets.

    The answer to 'Please add this extremely useful and basic feature that there can be no possible good excuse for not having put in on DAY ONE is never "Oh, we have a text box" That's nonsense. 

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    Mark Owens

    They've claimed that friffery silliness like colorful dice doesn't impact the game's feature development, but they could still have done this kind of feature development INSTEAD of dice and gotten it done, so that's nonsense. 

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    CherubAgent1440

    Mark, yes, I agree with you. Colourful dice are a completely useless feature, whereas mundane weapons (which could be done as a "non-magical" rarity and a "change weapon base damage" modifier) would actually be game-changing for many campaigns that feature weapons that aren't in D&D

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    Richard Haslam

    Given the comparative ease of an interim solution here, I can only assume that they pay absolutely no attention to these forums. Given that the current advice of "just add it to a subforum", and thereby make it impossible to filter, parse, search, and find - top quality help there. 

    While a dedicated method would be nicer, and needed for items doing completely different things, an interim solution would consist of:

    1) Removing the prohibition against non-magical items that dates back to contractual needs that haven't applied in years

    2) Changing the title of the homebrew section "magic items" to just "items"

    3) Adding appropriate tags and filter options

    4) Making it possible/easier to remove item notes, (e.g. versatile, thrown, etc) 

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    Jasa Znidar

    Richard, I understand you frustration with the fact that it seems, that they don't pay attention to this forum, however I don't think the solution is that simple. In order to implement this, they would probably need to rework a large portion of the homebrew system. I can think of the top of my head a few problems that would arise with implementing this:

    • Proficiency (this really depends on your definition of mundane items, if you mean weapons, tools,... this is defiantly a problem)
    • Magical items based on homebrewed mundane items (this would become a problem, if a group does not have a dedicated person for homebrew in the campaign)

    Now don't get me wrong, I wish they would implement this or at least acknowledge it. But saying that it's simple is, I believe, far from the truth.

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    Stephen Gros

    Jasa, on the contrary, the ability to add or remove proficiency for a homebrewed magical weapon is already built into the system. It's a modifier. All they'd have to do is add an entry to the list which corresponds to the item. Maybe a checkbox that just says "Uses Proficiency" 

    As to your second concern that people making magical versions of homebrewed mundane items would become an issue. I'm not clear on how that would become an issue. Most groups rely on the DM to provide homebrewed items. Magical or otherwise. Also, in what way would it be a problem for there to be magical homebrewed items based on mundane ones? The more the merrier.

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    Joe Carrano

    It really is that simple.  I made a similar suggestion here.  It is as simple as exposing the "Magic" tag so you can create whatever you want and decide whether to make it magical.

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    Jasa Znidar

    Stephen, the proficiency I was referring to was for homebrew mundane weapons (for instance a Flail, Long Dagger,...). If you wanted to make them function like all other weapons, a separate proficiency would be required. 

    For the second issue, as stated it depends on the group mechanic. I for instance prefer to create homebrew I use myself, as there is a chance I might use it again later in a different campaign. The issue I was thinking of is that let's say Someone creates a mundane weapon Flail. And someone else uses that weapon to create a magical weapon. What happens if the two players are no longer in the same campaign, cuz the player with the magical flail no longer has access to the other players mundane weapon.
    Now the second player could homebrew his own Flail, but this would bring us to the first problem, where there would be 2 proficiencys for a Flail weapon.

    While I am aware that these are very specific examples, I myself am studying to become a software developer and there is a very simple thing you need to consider while making software. The user is stupid, if there is a way to break something, the user will accidentally find it, and there is always a way.

    All I'm trying to say is that just because the problem looks simple doesn't mean it is.

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    Stephen Gros

    Jasa, in the case of weapons, the solution to your problem already exists. weapons are lumped into two categories, martial or simple. All they would need is a drop-down menu to select whether the weapon falls within one or the other category. then the character sheet itself would handle the load of deciding whether the character has proficiency or not. The same as it does now for other mundane weapons. you don't need to have a specific proficiency for a flail you just need to be proficient with martial weapons which would include a flail.

    As for the second issue of multiple copies of existing items. That issue already exists within magical item homebrew. There are many copies of many different types, and it doesn't currently present an issue or strain to the server as far as I can tell. Either way as you stated both of these problems are edge case issues.

    The fact of the matter is that the functionality to create mundane Homebrew items is largely already in existence. And the smart people that develop software for D&D beyond shouldn't have too much trouble figuring out how to do it if they could only give it the attention it deserves. I appreciate the point that you are making though, that things may be more complicated than they appear from the outside. That is certainly true, however if that were the case I'd really appreciate it if someone from the development team would tell me so. Instead they seem to be ignoring thes request altogether.

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    John Familo

    Homebrew non-magical items is essential for creating new ranged weapons. Trying to find an existing ranged weapon with the correct die size and range is nearly impossible when creating homebrew magic items.

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    capnvespa

    Bump!!!!!!
    do the thing

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    Seth P McWilliams

    We need this man, I want too homebrew meteorhammer and rope darts man, or even brass knuckles! Lots of things I want too homebrew

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    Greg Craill

    So useful to be able to have spell components as consumables. How many times can you summon that familiar before you need to go to a reasonable market to find the ingredients required? It is a needless hassle to customise crossbow bolts +3 so I can have a stackable component item.

    Thinking of adding multiple quivers, renaming each quiver to the spell that requires the expended components so i can track the quantity in the arrows in it. BUT SO MUCH MANUAL WORK.

    The components that get consumed if ones does not have an arcane focus or component pouch is not a massive list. I am sure they could be added as mundane items to the equipment section easily enough?

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    Mark Rhoads

    I'm new but yes, making non-magical weapons and armor would be really nice to have.

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    Matt Bitner

    PLEASE ADD THIS.

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