View Full Version : 5E Bug Reports and Notices of Fixes Rolled Out
Larac
June 4th, 2015, 04:50
I tried to share an item and an Image with a Player it did not work.
Drag Image Item from Image or Item List onto the PC portrait in upper left.
Anyone else having this before I start debugging?
damned
June 4th, 2015, 04:57
I tried to share an item and an Image with a Player it did not work.
Drag Image Item from Image or Item List onto the PC portrait in upper left.
Anyone else having this before I start debugging?
Confirmed.
I cant share Items with Players in 5e.
Can share Story and Images but not Items.
Trenloe
June 4th, 2015, 04:58
I tried to share an item and an Image with a Player it did not work.
Images work fine for me, items don't.
LoStBoyz
June 4th, 2015, 07:04
When I drag a equipment from PHB, I get the following error...
Script Error: [string "scripts/manager_item.lua"]:222: attempt to index a nil value
Not too sure if this has been reported.
Larac
June 4th, 2015, 08:08
Thanks all will try and figure out Items while Devs work on Images :)
Moon Wizard
June 4th, 2015, 10:24
This is as expected. Items dragged to portraits are treated as if they are being added or transferred to that character.
This has been the case for at least a few versions now. Ever since we added the ability to assign items from the party sheet to the characters by dragging and dropping, and this also allows players to transfer items between each other.
I could potentially change the GM behavior of dropping items onto portraits, but it seems useful for GMs too.
Thoughts?
Cheers,
JPG
damned
June 4th, 2015, 13:13
This is as expected. Items dragged to portraits are treated as if they are being added or transferred to that character.
This has been the case for at least a few versions now. Ever since we added the ability to assign items from the party sheet to the characters by dragging and dropping, and this also allows players to transfer items between each other.
I could potentially change the GM behavior of dropping items onto portraits, but it seems useful for GMs too.
Ive never dragged items before - but yes I can confirm both behaviours! It doesnt pop up - but it does add to inventory.
Thats pretty cool too.
Zeus
June 4th, 2015, 13:40
Yeah, this has resulted in the monsters in HOTDQ to becoming broken links to images. If I drag in a NEW npc to the tracker from the updated MM, it is fine (the image pops up on the "Other" tab. But all of the premade encounters with pre-populated creatures no longer have images for reference.
The first pic is from the HOTDQ encounter...the Roper is pre-populated, but the image is broken (blank)
10106
The second pic is from the MM Library Module...after I drag a new roper into the tracker (image is working).
10107
I currently have two ropers in the tracker....1 with a working image link and one without.
UPDATE - Just to test it, I started an entirely new campaign, to see if it populated a new DB correctly. Premade encounters still produce broken image links from the npc sheets.
Hope that helps,
Lobosolo
I've updated the module to correct this problem and queued it up for the next update.
The grid on the Dragon Hatchery map in HOTDQ is not aligned correctly. It is easy enough to fix, but I thought I would let you know.
Regards,
Lobosolo
Not seeing this Lobosolo? Have ever created a HotDQ module of your own prior to using the official module? Or edited the grid position in the past perhaps?
Lobosolo
June 4th, 2015, 16:12
Zeus,
This is my fault. I tracked it down to the use of "Enhanced Images" extension. The grid is fine without the extension. I like to run the extension so I can add explosions, fire, chests, etc under the token layer. I should have turned it off before filing it as a bug. You can disregard this one.
Regards,
Lobosolo
Trenloe
June 4th, 2015, 16:32
This is my fault. I tracked it down to the use of "Enhanced Images" extension. The grid is fine without the extension.
And make sure you check (and update) any extensions you use for 3.1.0 compatibility. Enhanced Images needs to be updated: https://www.fantasygrounds.com/forums/showthread.php?20231-Enhanced-Images-%28layers%29-for-FG-3-0-CoreRPG-%28and-rulesets-based-on-CoreRPG%29
Daxis32
June 4th, 2015, 16:36
When I dragged over High Elf I didn't get the Keen Senses { You have proficiency in the Perception skill) trait.
Lobosolo
June 4th, 2015, 17:14
Thanks Trenloe! Just updated.
ShadoWWW
June 5th, 2015, 00:53
DD Basic Rules - Player: Ability Score Point Cost table and Ability Scores and Modifiers table are missing in Reference Manual in the Step-by-Step Characters section. Nevertheless, they are in DD PHB Deluxe.
LordEntrails
June 5th, 2015, 03:21
Unable to add Dragonborn to a new character as their race. Can add other races, just not dragonborn. Receive the following script error. Note, just purchased, downloaded and updated today.
"Script Error: [string "campaign/scripts/manager_char.lua"]:969: bad argument #2 to 'format' (string expected, got table)"
LordEntrails
June 5th, 2015, 03:49
arcath, click on the magnifying glass next to your AC on the main tab of your character sheet. From there you can have it add the wisdom and dex modifiers to your armor class.
I see this same behavior with the barbarian. Is their a customization that could be done to automate this that would conditionally apply if the armor bonus is only zero?
Moon Wizard
June 6th, 2015, 00:53
LordEntrails
Thanks for report on Dragonborn.
On the barbarian armor, there is no way to specify to only add an ability bonus if the armor bonus is zero. We focus most of our efforts on getting the character sheet to allow the most combination of features, so we haven't focused on "enforcement" types of automation (i.e. if wearing armor, then bonus is not allowed.) Since wearing/removing armor is typically a longer term choice, you can leave this to your player to manage.
Regards,
JPG
Moon Wizard
June 6th, 2015, 00:57
Daxis32
The ruleset does not currently parse the Keen Senses trait for automated addition to the PC skill proficiencies.
The only traits currently automated are: Ability Score Increase, Size, Speed, Darkvision, Languages and Extra Languages. The rest are added as notes to the traits section of the PC sheet.
Regards,
JPG
harrisben
June 6th, 2015, 01:26
There seem to be a few typos from the parsing of the PHB for the Bard description.
First paragraph
Humming as she traces her finger over an ancient =ono ment in a long-forgotten ruin,...
Should say 'Humming as she traces her finger over an ancient monument in a long-forgotten ruin,...'.
Further down, same paragraph:
...conjured forth by the magic of her in song-knowledge of the people...
Should be '...conjured forth by the magic of her song-knowledge of the people...'
Second paragraph
...setting the tempo for his for his war chant...
Should be '...setting the tempo for his war chant...'
...and exhorting his companions bravery and heroism...
Should be '...and exhorting his companions to bravery and heroism...'
First paragraph under Music and Magic
Bards say that the multiverse was spoken into existance...
Should be 'Bards say that the multiverse was spoken in existence...'
The following sentence is missing from the end of this paragraph:
'The music of bards is an attempt to snatch and harness those echoes, subtly woven into their spells and powers.'
Second paragraph under Music and Magic
...using their magic to inspire their allies and hinder their foe's from a distance.
Should be '... using their magic to inspire their allies and hinder their foes from a distance.'
Their spells lean toward charms and illusions rather than blatently destructive spells.
Should be 'Their spells lean toward charms and illusions rather than blatantly destructive spells.
Bards become masters of the talents they set their minds to perfecting, musical performance to esoteric knowledge.
Should be 'Bards become masters of the talents they set their minds to perfecting, from musical performance to esoteric knowledge.'
First paragraph under Learning from Experience
...and living on the on the gratitudes of audiences,...
Should be '...and living on the gratitude of audiences,...'
Second paragraph under Learning from Experience
A bard who eon tell an awe-inspiring story....
Should be 'A bard who can tell an awe-inspiring story...'
I think that's enough for now :)
FSHSchmo
June 6th, 2015, 02:37
Trying to drag the Potion of Healing out of the PHB gives me the following error - Script Error: [string "scripts/manager_item.lua"]:222: attempt to index a nil value.
Just an update to this. I am using the new and super pretty default theme. I can open the potion of healing and then drag it to the treasure parcel but if I try and drag it to the items window it gives the error.
Trenloe
June 6th, 2015, 02:56
Trying to drag the Potion of Healing out of the PHB gives me the following error - Script Error: [string "scripts/manager_item.lua"]:222: attempt to index a nil value.
Thanks for reporting. We've had a few reports of this and it's fixed in 3.1.1: https://www.fantasygrounds.com/forums/showthread.php?24579-Test-Release-v3-1-1&p=215427&viewfull=1#post215427 "[CoreRPG+] Script error when dragging and dropping items to campaign item list. Fixed"
JohnD
June 6th, 2015, 03:03
Thanks for reporting. We've had a few reports of this and it's fixed in 3.1.1: https://www.fantasygrounds.com/forums/showthread.php?24579-Test-Release-v3-1-1&p=215427&viewfull=1#post215427 "[CoreRPG+] Script error when dragging and dropping items to campaign item list. Fixed"
Happening in the C&C rules as well. Mentioning just in case.
Trenloe
June 6th, 2015, 05:01
Happening in the C&C rules as well. Mentioning just in case.
The release notes say [CoreRPG+] so it's been identified as a problem with base the CoreRPG ruleset - so this covers all ruleset layered on top of CoreRPG, which includes C&C. You're covered. :)
JohnD
June 6th, 2015, 06:44
The release notes say [CoreRPG+] so it's been identified as a problem with base the CoreRPG ruleset - so this covers all ruleset layered on top of CoreRPG, which includes C&C. You're covered. :)
Cool. I initially figured it was the metal plate in my head or epic ineptitude (on my end that is).
Zeus
June 6th, 2015, 11:52
There seem to be a few typos from the parsing of the PHB for the Bard description.
... :)
Aye Curumba! A few? Thank you for reporting. I have corrected the typos and will push in the next update.
Doc_Jones
June 6th, 2015, 16:06
Monster Manual > Lich > "Other" tab.
First three paragraphs read as a single paragraph. Looks like a couple line breaks got missed in the parse.
TASagent
June 6th, 2015, 18:14
Rise of Tiamat:
Fire Elemental has "of each of its turns" listed as an attack, when it's the end of the description of its previous action. Monster Manual entry doesn't have this error.
snafuperman
June 6th, 2015, 19:48
It appears that there may be an error in the Warlock Class when computing the "Spell Attack Modifier." The PHB indicates:
"Spell attack modifier = your proficiency bonus + your Charisma modifier."
However, when using the FG Core Class Pack to build a Warlock, it appears that it is only adding the proficiency bonus sans Charisma modifier. I have not checked to see if the seeming error occurs in the calculation of the Spell Save DC:
"Spell save DC = 8 + your proficiency bonus + your Charisma modifier."
Let me know if I'm making an error, and thanks for the help either way.
Larac
June 7th, 2015, 00:36
Thought this was updated,
But a New Warlock did not do it for me either.
Tried New Campaign, still did not work.
PHB Deluxe.
Maybe I misread the notes.
You can choose the CHA as the spell casting stat using the Magnify glass where it says Spells Cantrips, and at each Level.
That should set it.
Larac
June 7th, 2015, 00:42
FYI
Wizard worked and added INT as the Casting stat.
Ability still blank on a new Warlock.
Sorc worked as well, might just be Warlock.
Moon Wizard
June 7th, 2015, 17:15
It's just Warlock. I haven't quite figured out what to do with Warlock, since the way Pact Magic sort of messes with the whole slots system. It's really its own beast, and requires special handling. I went for handling the majority, but will come back to Warlock too.
JPG
Treegreen
June 7th, 2015, 21:13
Complete Monster Pack, and maybe the dragon only one, Adult Black Dragon and Ancient Black Dragon:
The saving throws line also has the Skills line instead of having skills as its own section.
10181
Larac
June 8th, 2015, 03:25
It's just Warlock. I haven't quite figured out what to do with Warlock, since the way Pact Magic sort of messes with the whole slots system. It's really its own beast, and requires special handling. I went for handling the majority, but will come back to Warlock too.
JPG
Understand, if it is a bear to fix just get a sticky up in the 5e area saying how to fix would be great as new users will see it working them hit Warlock.
Thanks for adding it though!
Sedge
June 9th, 2015, 16:29
Yeah, this has resulted in the monsters in HOTDQ to becoming broken links to images. If I drag in a NEW npc to the tracker from the updated MM, it is fine (the image pops up on the "Other" tab. But all of the premade encounters with pre-populated creatures no longer have images for reference.
The first pic is from the HOTDQ encounter...the Roper is pre-populated, but the image is broken (blank)
10106
The second pic is from the MM Library Module...after I drag a new roper into the tracker (image is working).
10107
I currently have two ropers in the tracker....1 with a working image link and one without.
UPDATE - Just to test it, I started an entirely new campaign, to see if it populated a new DB correctly. Premade encounters still produce broken image links from the npc sheets.
Hope that helps,
Lobosolo
I am also getting this problem when running HOTDQ. Images have to be opened from the MM rather than the story/encounter/CT entries. I've updated with the latest patch and still have the problem. Is there anything I need to do or clear to get it working again?
Thanks
Sedge
itsdvw
June 10th, 2015, 23:04
LMOP NPCs with spells (flameskull Glastaff, etc.), don't seem to have their spells parsed - unless I'm just doing it wrong. Still getting used to how the NPC spells work.
Clerics don't seem to have the Ability Score Improvement feature. (Cleric class pack and Basic Rules)
TASagent
June 11th, 2015, 05:04
Sometimes triggering a Long Rest from a charactersheet context menu does nothing.
Repro:
As a DM, load a character into the combat tracker. Give him some wounds so you can see the effect.
Leave and Rehost or /reload.
Open character sheet.
Trigger long rest from Character Sheet context menu.
-Nothing Happens-
The simple workaround is to open the Combat Tracker. All character who are loaded into the Combat Tracker will have this functionality broken until the tracker is first opened in a given instance. Not critical, but I came upon it while I wast testing the Vitality extension. ^.^
ShadoWWW
June 12th, 2015, 10:49
DD Lost Mine of Phandelver:
Goblin has wrong range of shortbow:
10236
Goblin in DD MM Monster Manual has it right:
10235
itsdvw
June 12th, 2015, 18:10
LMOP: pre-generated characters don't have hit points or hit dice. Adding levels (from the Basic Rules or class packs at least) re-apply proficiencies and result in something like "Fighter 1/Fighter 1" instead of "Fighter 2".
Basic Rules: races have #i; in the opening description (the book quotes). Halfling description has a random hyphen in the middle of the word "behind".
merlinpaladin
June 12th, 2015, 18:38
My friends were rolling up new toons last night and sorcerer did not appear to add abilities to the sheet correctly.
Zacchaeus
June 13th, 2015, 10:46
Part of the backgrounds table in Hoard of the Dragon Queen is still not actually in the table but rather in the window text. I think a fix was tried but looks like it didn't "take" since the error is different from the original one :)
Zeus
June 13th, 2015, 12:24
Monster Manual > Lich > "Other" tab.
First three paragraphs read as a single paragraph. Looks like a couple line breaks got missed in the parse.
Thanks for reporting Doc, I have queued the fix for the next update.
Rise of Tiamat:
Fire Elemental has "of each of its turns" listed as an attack, when it's the end of the description of its previous action. Monster Manual entry doesn't have this error.
Thanks for reporting TASagent, I have queued the fix for the next update.
Zeus
June 13th, 2015, 12:56
Complete Monster Pack, and maybe the dragon only one, Adult Black Dragon and Ancient Black Dragon:
The saving throws line also has the Skills line instead of having skills as its own section.
10181
Thanks for reporting Treegreen, I have queued the fix for the next update.
I am also getting this problem when running HOTDQ. Images have to be opened from the MM rather than the story/encounter/CT entries. I've updated with the latest patch and still have the problem. Is there anything I need to do or clear to get it working again?
Thanks
Sedge
Sedge, can you check in your campaign/moduledb folder for a DD Hoard of the Dragon Queen.xml file please. If one exists, can you close the module in FG please and try temporarily relocating/moving this file to another location (your desktop will be fine). Once moved, can you re-open the module in FG and let me know if the problem persist please. Many thanks.
LMOP NPCs with spells (flameskull Glastaff, etc.), don't seem to have their spells parsed - unless I'm just doing it wrong. Still getting used to how the NPC spells work.
Clerics don't seem to have the Ability Score Improvement feature. (Cleric class pack and Basic Rules)
Thanks for reporting itsdvw. LMoP npc spell casters should have spells already. Please make sure you have updated to the latest version please. If you have, please follow the same instructions I have provided to Sedge above, the file in your case will be DD Lost Mines of Phandelver.
I have also found the problem causing the Cleric Class Ability Improvement Feature to be missed, I have queued the fix for the next update.
Sometimes triggering a Long Rest from a charactersheet context menu does nothing.
Repro:
As a DM, load a character into the combat tracker. Give him some wounds so you can see the effect.
Leave and Rehost or /reload.
Open character sheet.
Trigger long rest from Character Sheet context menu.
-Nothing Happens-
The simple workaround is to open the Combat Tracker. All character who are loaded into the Combat Tracker will have this functionality broken until the tracker is first opened in a given instance. Not critical, but I came upon it while I wast testing the Vitality extension. ^.^
Thanks for reporting TASagent, I'll discuss with moon, sounds like a ruleset initialisation problem.
DD Lost Mine of Phandelver:
Goblin has wrong range of shortbow:
10236
Goblin in DD MM Monster Manual has it right:
10235
Thanks for reporting ShadoWWW, I have queued the fix for the next update.
LMOP: pre-generated characters don't have hit points or hit dice. Adding levels (from the Basic Rules or class packs at least) re-apply proficiencies and result in something like "Fighter 1/Fighter 1" instead of "Fighter 2".
Basic Rules: races have #i; in the opening description (the book quotes). Halfling description has a random hyphen in the middle of the word "behind".
Thanks for reporting itsdvw, the LMoP pre-generated characters include HP/HD but for some reason these are not importing when the pregen is added to the character list, I'll discuss with moon. I have queued the fix for the Halfling description text for the next update.
Part of the backgrounds table in Hoard of the Dragon Queen is still not actually in the table but rather in the window text. I think a fix was tried but looks like it didn't "take" since the error is different from the original one :)
Thanks for reporting Zacchaeus, I have queued the fix for the next update.
My friends were rolling up new toons last night and sorcerer did not appear to add abilities to the sheet correctly.
Thanks for reporting merlinpaladin, which of the Sorcerers Features/abilities are not adding correctly for you?
merlinpaladin
June 13th, 2015, 16:37
None of the class features would show up on the ability tab sir I will try to test for repeated problem again today to make sure it wasn't just a one time fluke.
Did some further testing. Now the abilities tab updated but it didn't have the skill window pop up to choose skills.
gandred
June 13th, 2015, 20:57
Hoard of the Dragon Queen in story E02-01-00 Rider's Camp at the bottom, last two links ("Leosin Erlanthar" and "Rewards") are broken - "New Story" open instead E02-06-00 and E02-07-00.
Zeus
June 13th, 2015, 22:22
None of the class features would show up on the ability tab sir I will try to test for repeated problem again today to make sure it wasn't just a one time fluke.
Did some further testing. Now the abilities tab updated but it didn't have the skill window pop up to choose skills.
I'll mention it to moon as the data is present in the module.
Hoard of the Dragon Queen in story E02-01-00 Rider's Camp at the bottom, last two links ("Leosin Erlanthar" and "Rewards") are broken - "New Story" open instead E02-06-00 and E02-07-00.
Thanks for reporting gandred, I have queued the fix for the next update.
Haeldin
June 13th, 2015, 22:27
deleted
LordEntrails
June 14th, 2015, 19:25
Charlatan Scams can not be dragged to the character sheet. I think this also happens to Criminal specialties, but not sure. Where should these go?
xanstin
June 15th, 2015, 00:47
Grey Ooze in Monster Manual has his Damage Resistances in the skills column and doesn't import properly into the Combat Tracker.
Trenloe
June 15th, 2015, 16:11
Basic rules - cleric spells - Cantrips - Sacred Flame. Cast action not added to the spell when dragged to the Actions tab. Reason - there is a carriage-return in the middle of the save description.
More details here: https://www.fantasygrounds.com/forums/showthread.php?24698-This-might-be-a-really-naive-question-But-Spell-save-Dc&p=217172&viewfull=1#post217172
LordEntrails
June 16th, 2015, 05:12
Monster Manual, NPC Index by Challenge Rating: missing all of the fractional CR monsters. i.e. Acolyte, Noble etc as their are not listing for 1/8, 1/4, or 1/2 CR creatures.
Treegreen
June 16th, 2015, 05:53
Monster Manual, NPC Index by Challenge Rating: missing all of the fractional CR monsters. i.e. Acolyte, Noble etc as their are not listing for 1/8, 1/4, or 1/2 CR creatures.
Hmm. I just checked this and all of them show up after CR 19 but before CR 20, which is an admittedly strange spot for them to be, but they're there.
Trenloe
June 16th, 2015, 06:14
Hmm. I just checked this and all of them show up after CR 19 but before CR 20, which is an admittedly strange spot for them to be, but they're there.
The ordering is alphabetic and in this case 1/ come after 19.
demonsbane
June 16th, 2015, 06:17
DD PHB Deluxe:
The image for "Appendix F: What Comes Next?" shows a blank image, it seems to be a broken link that could be fixed.
TASagent
June 16th, 2015, 06:30
RoT:
The three appendix links in the table of contents are all dead, lead to immediately-created <<New Story>> pages.
demonsbane
June 16th, 2015, 06:32
DD MM Monster Manual:
Minor syntax error in Githzerai Zerth's Phantasmal Killer damage, it saying "4 d10 psychic damage": the space there between "4" and "d10" should be discarded for "4d10 psychic damage".
Zeus
June 16th, 2015, 12:17
Charlatan Scams can not be dragged to the character sheet. I think this also happens to Criminal specialties, but not sure. Where should these go?
Once you roll on the table and the output is sent to the chat window, you should be able to drag the text to any string based field.
Grey Ooze in Monster Manual has his Damage Resistances in the skills column and doesn't import properly into the Combat Tracker.
Thanks for reporting xanstin. I have fixed the problem and queued for the next update.
Basic rules - cleric spells - Cantrips - Sacred Flame. Cast action not added to the spell when dragged to the Actions tab. Reason - there is a carriage-return in the middle of the save description.
More details here: https://www.fantasygrounds.com/forums/showthread.php?24698-This-might-be-a-really-naive-question-But-Spell-save-Dc&p=217172&viewfull=1#post217172
Thanks for reporting MerlinPaladin/Trenloe. I have fixed the problem and queued for the next update.
Monster Manual, NPC Index by Challenge Rating: missing all of the fractional CR monsters. i.e. Acolyte, Noble etc as their are not listing for 1/8, 1/4, or 1/2 CR creatures.
They are listed, its just the list is sorted alpha numerically therefore 1/2,1/4 and 1/8 will be listed between 19 and 20. I can change the output for these fractional CR groups to 0.5, 0.25 and 0.12 if everyone prefers a nice ordered list? Let me know.
DD PHB Deluxe:
The image for "Appendix F: What Comes Next?" shows a blank image, it seems to be a broken link that could be fixed.
Thanks for reporting demonsbane. I have fixed the problem and queued for the next update.
DD MM Monster Manual:
Minor syntax error in Githzerai Zerth's Phantasmal Killer damage, it saying "4 d10 psychic damage": the space there between "4" and "d10" should be discarded for "4d10 psychic damage".
Thanks for reporting demonsbane. The problem was actually from the PHB's Phantasmal Killer spell entry which the MM NPC spells link to. I have fixed the problem and queued for the next update.
RoT:
The three appendix links in the table of contents are all dead, lead to immediately-created <<New Story>> pages.
Thanks for reporting TASagent. I have fixed the problem and queued for the next update.
LordEntrails
June 16th, 2015, 20:05
Once you roll on the table and the output is sent to the chat window, you should be able to drag the text to any string based field.
That's what I thought, but I've found that these Background" specialties can only be dragged to the following fields; Personality Traits, Ideals, Bonds, or Flaws. I would think that these would either go on the Background field of the main page (something like "Charlatan - Sleight of Hand") or on the Notes section of the Notes tab. But it can not be dragged there. It also could end up being a sub-section of the background (like the sub-races), but the fix should be something simple.
To me, it doesn't make sense to list this as a trait, ideal, bond or flaw. Am I wrong?
I've tested and see this behavior with the following backgrounds; Charlatan (Scams), Criminal (Specialty), Entertainer (Routines), Folk Hero (Defining Event), Gladiator (Routine), Guild Artisan (Business), Guild Merchant (Business), Hermit (Life of Seclusion), Outlander (Origin), Sage (Specialty), Soldier (Specialty), & Spy (Specialty)
Treegreen
June 16th, 2015, 23:36
In the Monster Manual the Mage also has its skills listed under the Saving throws.
AKABigBlack
June 17th, 2015, 04:37
a couple formatting errors noticed on spells:
Witchbolt - the "Components" line is interrupted by the "Duration" line
Chromatic Orb - the first line contains a typo. "You hurl a4-inch-diameter sphere..."
merlinpaladin
June 17th, 2015, 15:32
I am not sure if this is fixable but let me try to explain. I have found that when you drag a class to the character sheet if it has multiple choices to make then only one box pops up. ie the warlock has you choose your patron. Then you have to manually input your skills. Not game breaking as you can go in and adjust it, just might confuse newer users.
Sedge
June 17th, 2015, 21:38
Sedge, can you check in your campaign/moduledb folder for a DD Hoard of the Dragon Queen.xml file please. If one exists, can you close the module in FG please and try temporarily relocating/moving this file to another location (your desktop will be fine). Once moved, can you re-open the module in FG and let me know if the problem persist please. Many thanks.
Hey Zeus,
You're a genius! That worked a treat. Thanks very much!
Mavrik6666
June 18th, 2015, 17:57
you should look at restarting this thread on a monthly basis, or after each release/update :)
Mavrik6666
June 18th, 2015, 17:59
Have mentioned before, but slipped though ..... Cleric and Druid Spells in the core list contains all of the spells available in the domains etc. Shouldn't Cleric Spells be just a list of the core spells, its confusing for players and DM's alike as to what they can select and drag
crb31
June 19th, 2015, 00:16
The pregens in LMoP do not have their backgrounds filled out. The Starter set gives the backgrounds with the hooks written on character sheets.
crb31
June 19th, 2015, 04:35
Text in Story
P1.04.07 Twin Pools has the wrong text highlighted for GM
Trenloe
June 19th, 2015, 05:36
Text in Story
P1.04.07 Twin Pools has the wrong text highlighted for GM
Thanks for the report. Which module is this in?
crb31
June 19th, 2015, 05:50
Thanks for the report. Which module is this in?
oops - LMoP
Doc_Jones
June 19th, 2015, 07:48
Just wanted to say how much I appreciate the effort and attention to detail you guys have. As someone who's had some projects finish with bugs myself, I can't applaud you guys enough for taking all the fixes in stride and rolling them out so quickly and regularly. A lot of people interpret feedback like bug reports negatively, and you all seem to express genuine gratitude for the help from the community. Well done gents (and ladies if there are any on the team).
Ferghis
June 21st, 2015, 17:05
Spells dragged from quick build suggestions in each class are each set in their own group instead of the appropriate spell level.
xanstin
June 24th, 2015, 00:16
BUG - Rise of Tiamat module. Mosaic Chamber (P3-04.04) Animated Tile Chimera - His breath weapon is on the same line as the claw attack instead of its own action which causes it not to import into the combat tracker properly.
Edit- This also applies to the regular Chimera in the Monster Manual.
Moon Wizard
June 24th, 2015, 21:06
Ferghis,
How are you dragging the quick build suggestions?
In my copy of the PHB, when I see each of the class details, the quick build suggestions are just a list of text. I figured I might be looking in the wrong place.
Regards,
JPG
Ferghis
June 25th, 2015, 14:15
[deleted]
Ferghis
June 25th, 2015, 14:19
Please ignore my bug report above: I can't reproduce it. I'll look into it further, and if I figure out what I was doing, I'll repost it with greater detail.
Zacchaeus
June 25th, 2015, 14:26
Moon,the only class affected seems to be the Bard which has a list of suggested spells in the Quick Build section. If these spells are dragged directly onto the action tab then it does indeed create a new entry with the spell as the header rather than entering the spell into a level. However if the spell is dragged onto the header line called spells which is created after the class is established it will properly put the spell into it's correct level.
Ferghis
June 25th, 2015, 14:41
Thanks, Z. I was going a bit crazy trying to reproduce the bug.
TASagent
June 25th, 2015, 15:25
Ferghis, in general it might make the most sense not to delete the initial bug report entirely, but rather maybe add a note to the top of it that you couldn't reproduce it. This issue has now been identified, but if it hadn't, someone coming along later who experienced it wouldn't find your post and wouldn't be able to connect their issues to yours.
Ferghis
June 25th, 2015, 16:00
The bug report is intact and untouched... virginal, so to speak: this post (https://www.fantasygrounds.com/forums/showthread.php?23710-5E-Bug-Reports-and-Notices-of-Fixes-Rolled-Out&p=218253&viewfull=1#post218253) on the prior page of this thread. The post I deleted contained only inaccurate and misleading information. I deleted my filthy lies, man. Let me cover up that stuff in peace.
TASagent
June 25th, 2015, 17:36
Doh, you are right. Excellent. As you were.
demonsbane
June 26th, 2015, 01:08
I can point to two things concerning the Test Release 3.1.2:
1º - In the Player's Handbook Core, the text including errata and clarification of the last printing now has a minor typo. It says:
"The DM decides when circumstances are appropriate for hiding. Also, the question isn't whether a creature can see you when you're hiding. The ques- tion is whether it can see you clearly." (emphasis mine)
I mean, it should be "the question", not "the ques -tion".
2º - In the Lost Mines of Phandelver adventure, here is a very small incorrection. At "P0-07 Adventure Hook", the text has an extra empty line, in this way:
"Each of the characters included in this set has two personality traits
(one positive and one negative), an ideal, a bond, and a
flaw. These elements can make the character easier and more (. . .)"
This should be very easy to fix, I guess.
Regards
GuardianLurker
June 26th, 2015, 18:07
So apologies if these have already been reported.
General: Custom desktop decals not displaying once a campaign has modified any of the official 5e downloads.
5e PHB: Cleric: Attribute Improvement text not separated; included in previous feature's text.
Hoard of the Dragon Queen: More than one story entry is fragmented / incomplete. Not in a way that's obvious in scanning, but only when reading through it. Most of these appear to be skipped-a-line transcription errors. I'm at work right now, and do not have the books in front of me, so unfortunately I cannot provide an exhaustive list or examples. I'll do that tonight.
Moon Wizard
June 26th, 2015, 22:19
GuardianLurker,
General: Custom desktop decals not displaying once a campaign has modified any of the official 5e downloads.
Can you provide more detail on this one? How to recreate, or just a little more detail? I'm not following what you mean.
Thanks,
JPG
GuardianLurker
June 27th, 2015, 01:48
(I'm running this on a Mac, but IIRC I've also seen this on my Linux laptop.)
OK, I've downloaded everything that's official 5e - MM, HotDQ (Hoard of the Dragon Queen), PHB, LMoP (Lost Mines of Phandelver), RoT (Rise of Tiamat). All of those come with an extension labeled "Custom (blah) desktop decal". My campaign strings all of that together, so I've needed to make extensive modifications to HotDQ to run LMoP in front of it. Originally, (3.0.13) I had to make all those modifications in a separate module. Now (3.1) I can make my modifications directly to the module itself (or so it appears, I know the changes are buried in my campaign instead somehow). Anyway, before I'd select a desktop decal when loading my campaign, admire it for a bit, then go on my way. Now, there's just the SmiteWorks decal. (And yes, I have confirmed that my "Use decal" option is on.)
As near as I can tell, all you need to do is edit one of those (official) modules. It might be one of them, but might be some or all of them. I can't tell at this point, because they *all* have been modified (well, not the PHB). I've unloaded all of the extensions (Locations and Weather), and even one or more of the modules themselves. I don't recall it making a difference. I'll try to confirm that a new campaign doesn't suffer the same problem.
damned
June 27th, 2015, 01:58
GuardianLurker i just made some edits to LMoP and activated the Decals ok.
Are you sure that you have still got your new Decal extensions loaded?
GuardianLurker
June 27th, 2015, 04:02
:cry::p ("Did you remember to plug it in, Mr. Engineer?")
I retract that bug. 'Twas user headspace error. Apparently, I had switched the option to SmiteWorks (or it had gotten switched as I loaded and unloaded modules). It indeed works fine.
Let me see if I can redeem myself with some legitimate ones...
midas
June 27th, 2015, 05:36
I apologize in advance if this has been posted, but I'm not finding anything via search.
The Wood Elf subrace states that base movement speed is 35, however when I add this race to a character sheet the movement calculates as 30 and I'm unable to modify it. Is there something I'm missing? Thanks.
Moon Wizard
June 27th, 2015, 06:27
There's a magnifying glass not too far from the Speed field that lets you edit the underlying numbers.
We'll look into the speed setting on race drop.
Thanks,
JPG
GuardianLurker
June 27th, 2015, 06:38
OK. {Trivial} LMoP, the parcels in P03-08-06, -08, and -09 don't have Costs assigned to them, so they won't calculate into the Party's Loot on the Party Sheet/Inventory page.
Zeus
June 28th, 2015, 09:12
I can point to two things concerning the Test Release 3.1.2:
1º - In the Player's Handbook Core, the text including errata and clarification of the last printing now has a minor typo. It says:
"The DM decides when circumstances are appropriate for hiding. Also, the question isn't whether a creature can see you when you're hiding. The ques- tion is whether it can see you clearly." (emphasis mine)
I mean, it should be "the question", not "the ques -tion".
2º - In the Lost Mines of Phandelver adventure, here is a very small incorrection. At "P0-07 Adventure Hook", the text has an extra empty line, in this way:
"Each of the characters included in this set has two personality traits
(one positive and one negative), an ideal, a bond, and a
flaw. These elements can make the character easier and more (. . .)"
This should be very easy to fix, I guess.
Regards
Thanks for reporting Demonsbane. I have fixed the issues and queued for the next update.
In the Monster Manual the Mage also has its skills listed under the Saving throws.
Thanks for reporting Treegreen. I have fixed the issues and queued for the next update.
a couple formatting errors noticed on spells:
Witchbolt - the "Components" line is interrupted by the "Duration" line
Chromatic Orb - the first line contains a typo. "You hurl a4-inch-diameter sphere..."
Thanks for reporting AKABigBlack. I have fixed the issues and queued for the next update.
I am not sure if this is fixable but let me try to explain. I have found that when you drag a class to the character sheet if it has multiple choices to make then only one box pops up. ie the warlock has you choose your patron. Then you have to manually input your skills. Not game breaking as you can go in and adjust it, just might confuse newer users.
I spoke with moon about this who will be addressing the issue with the multiple choices for the Warlock.
you should look at restarting this thread on a monthly basis, or after each release/update :)
Probably not a bad idea, I'll discuss with moon and Doug.
Have mentioned before, but slipped though ..... Cleric and Druid Spells in the core list contains all of the spells available in the domains etc. Shouldn't Cleric Spells be just a list of the core spells, its confusing for players and DM's alike as to what they can select and drag
I think this request is subjective, some users (including me) prefer multiple separate lists (particularly for those spells that are not included in the standard class lists), whilst I am sure others would prefer a single list. I also recently added an Index spell list which acts as a master index, making ti easier for users to scan through all spells in alphabetical order.
The pregens in LMoP do not have their backgrounds filled out. The Starter set gives the backgrounds with the hooks written on character sheets.
Not sure I follow this, the progens when added to the character selection include links to backgrounds and associated bonds, flaws, traits etc.
Text in Story
P1.04.07 Twin Pools has the wrong text highlighted for GM
Thanks for reporting crb31. I have fixed the issues and queued for the next update.
BUG - Rise of Tiamat module. Mosaic Chamber (P3-04.04) Animated Tile Chimera - His breath weapon is on the same line as the claw attack instead of its own action which causes it not to import into the combat tracker properly.
Edit- This also applies to the regular Chimera in the Monster Manual.
Thanks for reporting xanstin. I have fixed the issues and queued for the next update.
Zacchaeus
June 28th, 2015, 09:54
Not sure if this is limited to 5e since I don't play anything else.
In the DM party sheet there are options to roll a group ability or group skill check. However the ability drop down menu only allows selection of skills. In other words both drop down menus are the same and only the skills one can be changed, The Ability one is stuck on Strength.
EDIT: and I just discovered that the group SAVE drop down is also pointing to skills, so that too can't be changed.
EDIT 2: Ok, it's weirder than that. If I click on skills I get the skills drop down every time. If I then click on the SAVE I get the skills menu, If I click again on the Save without changing focus I get the Ability menu. If I then change focus and click on the Ability drop down I get Ability. If I then go to skills I get the skills menu, which then persists on either of the other two until I once again click twice on the Save menu. I'm sure that the genius that is Zeus will know exactly what is happening here but it's got me baffled :)
Zeus
June 28th, 2015, 10:18
Not sure if this is limited to 5e since I don't play anything else.
In the DM party sheet there are options to roll a group ability or group skill check. However the ability drop down menu only allows selection of skills. In other words both drop down menus are the same and only the skills one can be changed, The Ability one is stuck on Strength.
EDIT: and I just discovered that the group SAVE drop down is also pointing to skills, so that too can't be changed.
EDIT 2: Ok, it's weirder than that. If I click on skills I get the skills drop down every time. If I then click on the SAVE I get the skills menu, If I click again on the Save without changing focus I get the Ability menu. If I then change focus and click on the Ability drop down I get Ability. If I then go to skills I get the skills menu, which then persists on either of the other two until I once again click twice on the Save menu. I'm sure that the genius that is Zeus will know exactly what is happening here but it's got me baffled :)
Thanks for reporting Zacchaeus, Tis indeed both odd and undesirable behaviour good sir! Seems to me that left mouse button click events or control hotspots are overlapping which might be caused by either the close locality of the controls to one another or shared script instances. Then again it might be something else. I shall have a chat with moon and together we'll investigate.
Zacchaeus
June 28th, 2015, 13:07
Again not sure whether this is a bug or whether FG just doesn't handle this.
The spell Heroism grants the player 2 temporary hit points per turn during the spell's duration. When dragged in to the action tab the spell parses with a figure followed by "temporary". Dragging this onto a character in the Combat Tracker does indeed give the player the number of temporary hit points specified. However when dragged on again in the next round it doesn't add the new temporary hit points to whatever was there before; in other words if the temporary hit points are standing at 2 it doesn't then make it 4. If the temp hit points are at 1 or 0 it does change it back to two. So the question is; is this expected behaviour or should it actually accumulate the new points.
Just on a side note here: Temporary is clearly a key word used and recognised by FG. I can find no documentation as to how it can or can't be used. Would anyone care to elucidate?
midas
June 28th, 2015, 15:58
Text in story:
Lost Mines of Phandelver, P3-08.02 Trapped Hall
The DM chat frame text in the XML has some paragraph tags that break up the pasted DM text:
<frameid>DM</frameid>Doors stand closed to the north and south, with a crumbling mound of rubble partially obscuring the southern hall. To the<p>east, a broad corridor ends in two more doors leading south and east. The corridor is cluttered with dusty rubble and</p>
<p>fallen plaster from a partial collapse of the ceiling overhead.</p>
</frame>
Resulting in this:
10370
I went into the db.xml and removed the paragraph tags and think it's looking like it's supposed to:
10371
TASagent
June 28th, 2015, 16:10
Hey Zacchaeus,
According to my searching, that is actually the proper behavior (https://www.reddit.com/r/DnD/comments/2j99wd/paladins_heroism_spell_calrification/), which is what I suspected. Temporary hit points never stack, at best they refresh, and Temp HP in fantasy grounds always follow that rule.
Zacchaeus
June 28th, 2015, 16:40
Jolly good, TAS, thanks. P198 of the PHB if I had thought to look :)
Zacchaeus
June 28th, 2015, 16:49
Thanks for reporting Zacchaeus, Tis indeed both odd and undesirable behaviour good sir! Seems to me that left mouse button click events or control hotspots are overlapping which might be caused by either the close locality of the controls to one another or shared script instances. Then again it might be something else. I shall have a chat with moon and together we'll investigate.
Aha, see I was not wrong. Zeus knows everything :)
crb31
June 29th, 2015, 00:26
I have a group going through LMoP right now and I have noticed some errors. These may have been reported elsewhere, I'm not sure.
Starting character gold- the pregens all are missing their starting gold.
P1.04.06
Yeemik needs 12 hit points and his position should start out, according to the description on the text on the ledge overlooking the fire. There is also no Sildar on the map.
P2.05.Stonehill's Inn
The rumor by Pip the text should be corrected to "Qelline Alderleaf's" the spelling is wrong.
Thanks this has turned out to be a really great tool.
Cal
GuardianLurker
June 29th, 2015, 02:30
Scenario 1:
0) With the Dock set to "Never Hide"
1) Launch FG
2) Load a campaign.
3) Using the Mac Maximize Window button in the window bar, maximize the window.
Result: Window covers the desktop, but is truncated at the dock, losing the bottom part of the FG play area. Moreover, there is no scroll bar, so that part can't be reached.
Workaround: Hide the Dock, the maximize the window again. The entire FG play area is visible/usable. Note: I just discovered this workaround, it may not be stable, as the program crashed after I switched to a different virtual desktop then back.
Scenario 2:
1) Launch FG
2) Load a campaign.
3) Right click on the FG play area, bringing up the Radial Menu. Select "Maximize Window".
Result: Window is not resized, but is now a) in the upper left corner, b) cannot be moved from that corner, c) cannot be resized, and d) no longer has a window bar.
Workaround: None. Must exit the program entirely to resize the window as desired.
Workaround for both Scenarios:
1) Launch FG. Do NOT load campaign.
2) Place the window in the upper left corner by hand.
3) Drag the window resize control tab to resize the window to the desired size.
4) Launch the campaign.
Result: The desired behavior.
xanstin
June 29th, 2015, 07:33
Quote Originally Posted by Mavrik6666
Have mentioned before, but slipped though ..... Cleric and Druid Spells in the core list contains all of the spells available in the domains etc. Shouldn't Cleric Spells be just a list of the core spells, its confusing for players and DM's alike as to what they can select and drag
Quote Originally Posted by Zeus
I think this request is subjective, some users (including me) prefer multiple separate lists (particularly for those spells that are not included in the standard class lists), whilst I am sure others would prefer a single list. I also recently added an Index spell list which acts as a master index, making ti easier for users to scan through all spells in alphabetical order.
I think that is what the op is saying and I also agree. The way you answered makes me feel like there is a misunderstanding of the issue. Having the circles/domains in a separate list is great as you mentioned because then if you are a life domain cleric for example you can look at the life domain list and the cleric standard list. The problem is you have the domain lists and then the cleric standard list has all the cleric spells and the ones in the domain lists. So when picking spells from the standard list you have to open them one by one and make sure they are not just a domain spell since it shows up in the cleric standard list as well as that individual domain list. You end up with domain only spells in both places.
I think what he is suggesting is that the cleric list should not have the domain spells in there as well to avoid confusion and to leave those only under the domain lists.
GuardianLurker
June 29th, 2015, 08:09
Quote Originally Posted by Mavrik6666
I think what he is suggesting is that the cleric list should not have the domain spells in there as well to avoid confusion and to leave those only under the domain lists.
The problem is all clerics also have access to all the domain spells. What they DON'T have is the feature that keeps those spells always prepared.
Some examples for clarity: Let's assume 3 1st level clerics. One with Life Domain, one with War domain, and one without *any* domains (even though that's not possible, it'll make the example clearer.)
The Life cleric starts the day with 4 1st level spells prepared, and 2 1st slots. The four spells prepared are Bless, Cure Wounds, and 2 1st level cleric spells of his choice.
The War cleric starts the day with 4 1st level spells prepared, and 2 1st slots. The four spells prepared are Divine Favor, Shield of Faith, and 2 1st level cleric spells of his choice.
The Nerfed cleric starts the day with 2 1st level spells prepared, and 2 1st slots. The two spells prepared are 2 1st level cleric spells of his choice.
Now, there might be a better way to present that information, but stripping the domain spells from the main list is inaccurate, and actually hurts the character's performance.
Zeus
June 29th, 2015, 14:04
The problem is all clerics also have access to all the domain spells. What they DON'T have is the feature that keeps those spells always prepared.
Some examples for clarity: Let's assume 3 1st level clerics. One with Life Domain, one with War domain, and one without *any* domains (even though that's not possible, it'll make the example clearer.)
The Life cleric starts the day with 4 1st level spells prepared, and 2 1st slots. The four spells prepared are Bless, Cure Wounds, and 2 1st level cleric spells of his choice.
The War cleric starts the day with 4 1st level spells prepared, and 2 1st slots. The four spells prepared are Divine Favor, Shield of Faith, and 2 1st level cleric spells of his choice.
The Nerfed cleric starts the day with 2 1st level spells prepared, and 2 1st slots. The two spells prepared are 2 1st level cleric spells of his choice.
Now, there might be a better way to present that information, but stripping the domain spells from the main list is inaccurate, and actually hurts the character's performance.
This is essentially my understanding as well and mirrors the spells lists as per the PHB. Not sure what (if any) fix can be made at this stage but I'll have a think.
Zeus
June 29th, 2015, 14:08
Scenario 1:
0) With the Dock set to "Never Hide"
1) Launch FG
2) Load a campaign.
3) Using the Mac Maximize Window button in the window bar, maximize the window.
Result: Window covers the desktop, but is truncated at the dock, losing the bottom part of the FG play area. Moreover, there is no scroll bar, so that part can't be reached.
Workaround: Hide the Dock, the maximize the window again. The entire FG play area is visible/usable. Note: I just discovered this workaround, it may not be stable, as the program crashed after I switched to a different virtual desktop then back.
Scenario 2:
1) Launch FG
2) Load a campaign.
3) Right click on the FG play area, bringing up the Radial Menu. Select "Maximize Window".
Result: Window is not resized, but is now a) in the upper left corner, b) cannot be moved from that corner, c) cannot be resized, and d) no longer has a window bar.
Workaround: None. Must exit the program entirely to resize the window as desired.
Workaround for both Scenarios:
1) Launch FG. Do NOT load campaign.
2) Place the window in the upper left corner by hand.
3) Drag the window resize control tab to resize the window to the desired size.
4) Launch the campaign.
Result: The desired behavior.
Your correct GuardianLurker, full screen support for FG on Mac is limited by what Wine supports. I essentially use the workaround scenarios you describe. Moving forward, part of the rationale for moving to the Unity3D platform is that it offers better cross platform support.
xanstin
June 29th, 2015, 17:06
The problem is all clerics also have access to all the domain spells. What they DON'T have is the feature that keeps those spells always prepared.
Take burning hands as an example. On the physical book it says after you choose a specific domain "Each domain has a list of spells—its domain spells—that you gain at the cleric levels noted in the domain description" "If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you" under divine domain. Under preparing and casting spells it says "you prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list" It says nothing about other domain lists that you didn't pick. Burning hands is normally not a cleric spell but appears on the cleric standard spell list on FG nonetheless, and on Cleric Light Domain. This is not the case on the regular players handbook. It sounds more like a house rule to say that clerics have access to all domains even if they didn't choose them in addition to the standard cleric list, as this is not RAW. You only have access to the domain spells for the domain you picked if they are not part of the standard list.
In actuality its not a huge issue only an inconvenience as one simply has to open the spell on FG and it clearly says cleric light domain and not cleric by itself, but its misleading if you don't look for a new player.
Cleric spell list from PHB
1st Level
Bane
Bless
Command
Create or Destroy Water
Cure Wounds
...ETC no burning hands
Cleric Light Domain list
Cleric Level Spells
1st burning hands, faerie fire
TASagent
June 29th, 2015, 17:09
MM - Bugbear - Listed as having an "Entangling Plants (Recharge 5-6)" ability, described as "Perception 10". Not sure where it leaked from (no access to MM right now), but you might want to also make sure the source has its proper Entangling Plants ability. "perception 10" seems to be from its senses, where it was truncated to "passive".
Larac
June 29th, 2015, 20:46
Instead of making a new thread each month, I would say as each release is public.
Might help keep it under control as Releases fix Data and Program errors.
Thanks again for the work Zeus and Moon, we may not agree on everything but I know you are trying to make FG better.
demonsbane
June 30th, 2015, 01:52
I found a weirdness, maybe an errata of something like it, in the LMoP adventure module. It's at P0-07 Adventure Hook:
Here the text enters in conflict with its printed version inside the Starter Set, with the "Roleplaying and Inspiration" box/section saying,
"When a player roleplays a negative personality trait or gives in to the drawbacks presented by a bond or flaw, you can give that player one inspiration as a reward. A player with inspiration can use it in a situation where his or her character's personality traits, ideal, or bond relate to what's happening. Spending inspiration gives the character advantage on one ability check, attack roll, or saving throw. A character can have only one inspiration at a time." (emphasis mine for the troublesome phrase)
Here is the printed text in the Starter Set, p. 4, which doesn't match:
"When a player roleplays a negative personality trait or gives in to the drawbacks presented by a bond or flaw, you can give that player one inspiration as a reward. The Player can then spend it when his or her character makes and ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on one ability check, attack roll, or saving throw. A character can have only one inspiration at a time. A clever player might spend the inspiration to counteract disadvantage on a roll. A character can have only one inspiration at a time."
As you can see, the aforementioned non-matching phrase involves a different, more restricted, usage for Inspiration, and it's confusing to have this contradiction.
Also I'm intrigued about the origin of such LMoP Fantasy Grounds difference.
In any case, since that rule isn't reflected in the updated Basic Rules 3.4 version, nor in the LMoP printed adventure, I'm reporting it as errata or weirdness to be substituted for the actual text.
GuardianLurker
June 30th, 2015, 03:22
Take burning hands as an example. On the physical book it says after you choose... You only have access to the domain spells for the domain you picked if they are not part of the standard list.
Whoops. Sorry, didn't have my books in front of me, and just used the FG list as the reference. You're quite correct WRT those spells.
xanstin
July 1st, 2015, 21:08
Not a bug so much as an enhancement..
Rise of Tiamat Module - Tomb of Diderius has the old Yuan-ti NPCs prior to incorporation of the spells into the actions like the updated MM Module has. Haven't checked the whole module to see if its common throughout with spell casters.
TASagent
July 1st, 2015, 23:58
Princes of the Apocalypse -
Numerous Hyphens, En-Dashes, and the u from Faerun, are shown as an escape character and some digits. Check out the Genasi race description for examples, but you'll probably need a find-and-replace on the whole document.
MadBadHare
July 2nd, 2015, 00:48
Elemental Evil Players Companion -
Reference Manual --> Preface --> On the Cover
Link for "On the Cover (Image)" opens an image browser of just a grey background. Think Link might be broken.
JeffKnight
July 2nd, 2015, 00:49
Per the Facebook post for the Player's Companion - "You can skip this and use the freely available PDF or use the copy that comes with the full Princes of the Apocalypse adventure module for Fantasy Grounds."
The PotA module in FG doesn't include the extra races from the EE Player's Companion. From what it looks like, only the stuff in the module book was included in the module, nothing that was Player's Companion only. Is this intended?
itsdvw
July 2nd, 2015, 01:54
LMoP npc spell casters should have spells already. Please make sure you have updated to the latest version please. If you have, please follow the same instructions I have provided to Sedge above, the file in your case will be DD Lost Mines of Phandelver.
Finally had some free time to play around and revisit the issue - the xml file in the campaign folder wasn't the issue though. Turns out I had an unzipped 5e folder from a previous update sitting in my ruleset directory (whoops)! Thanks, and sorry for the confusion.
Eru the One
July 2nd, 2015, 02:00
I have all the 5e modules and when I enabled the decal extension for "D&D Elemental Evil Desktop Decal" (adding to the list of all the others standard to 5E) HotDQ decals disappear when you cycle through the available decals in the "Desktop: Decal Image" options. I tried to disable all decals except EE & HotDQ, but the problem persists.
itsdvw
July 2nd, 2015, 02:23
In actuality its not a huge issue only an inconvenience as one simply has to open the spell on FG and it clearly says cleric light domain and not cleric by itself, but its misleading if you don't look for a new player.
Actually, for me (Cleric Class module) spells like Fireball and Burning Hands are showing as both Cleric and Cleric Light Domain for their source - the same as, say, Bless, which is on the Cleric spell list. I don't see a way to tell the difference in FG.
dj-wedge
July 2nd, 2015, 06:45
The 7th level evocation spell "Mordenkainen's Sword" contains some of the description for "Mordenkainen's Magnificent Mansion" embedded within its description. It appears that all of the Sword description is there, it just also has the paragraph from the top of page 262 of the PHB included accidentally.
xanstin
July 2nd, 2015, 07:00
Actually, for me (Cleric Class module) spells like Fireball and Burning Hands are showing as both Cleric and Cleric Light Domain for their source - the same as, say, Bless, which is on the Cleric spell list. I don't see a way to tell the difference in FG.
Yes they show up on both lists that is the problem. If you open the spell up by clicking on the icon under the title it will say Spell(Cleric Light Domain, Eldritch Knight, etc...) Mine only lists cleric light domain and not cleric by itself like lets say bless which says (Cleric, Cleric Life Domain, Paladin)
I have the complete PHB module.
TASagent
July 2nd, 2015, 15:17
Elemental Evil Players Companion -
Svirfneblin Magic feat missing a large chunk of the description. Specifically, the list of spells you get to cast once/day
"You can also cast each of the following spells once with this ability: b long rest."
Himajin
July 3rd, 2015, 03:08
In Prince of the Apocalypse the opening sentence of each chapter is missing the first letter (which appears as special script in the book).
e.g. Chapter 1 is missing an "A", and Chapter 2 is missing the "T" from "The".
dj-wedge
July 3rd, 2015, 06:19
Player's Handbook
When looking at spell lists for the Cleric
The Domain spell lists show up correctly. However the base "Cleric" list shows everything from all domains AND the cleric only spells. This means you can see spells that are not available to you because some domains have spells that are not base cleric spells.
Example: A War Domain cleric should not see Fireball on the base cleric list because that is a Light domain only spell.
I'm unsure if there are other classes with similar type issues. This one just came up today in our session when the War Domain cleric got excited for a second that he had Fireball available to him. :)
chrisnhurd
July 4th, 2015, 00:55
Monster Manual - NPC challenge rating index: the fractional challenge rating lists (e.r. CR 1/2) appear out of order near the end of the index
PHB - Paladin: the Channel Divinity class feature shows the options for Oath of Vengeance for all three oaths.
MrGruntor
July 4th, 2015, 04:42
Small error in the PHB Deluxe module:
Classes --> Bard --> Bardic Inspiration: "Once within the next minute, the creature can roll the die..."
PHB (1st printing):
p. 53: "Once within the next 10 minutes, the creature can roll the die..."
Zacchaeus
July 4th, 2015, 23:03
Elemental Evil Players Companion -
Svirfneblin Magic feat missing a large chunk of the description. Specifically, the list of spells you get to cast once/day
"You can also cast each of the following spells once with this ability: b long rest."
May already have been updated of course but it is complete in my copy. Might want to re-download?
Zacchaeus
July 4th, 2015, 23:10
Per the Facebook post for the Player's Companion - "You can skip this and use the freely available PDF or use the copy that comes with the full Princes of the Apocalypse adventure module for Fantasy Grounds."
The PotA module in FG doesn't include the extra races from the EE Player's Companion. From what it looks like, only the stuff in the module book was included in the module, nothing that was Player's Companion only. Is this intended?
Jeff The Elemental Evil players Companion comes with PotA. It's a separate module which you'll find if you click on the modules button.
Zeus
July 5th, 2015, 21:16
A quick update, I have been working this weekend with Zaccahaeus who has kindly been identifying and reporting issues with PotA and EE PC and applying another pair of eyes for me. Glad to say, I have just finished applying all the fixes and have queued for the next update (hopefully, next day or so). Thanks again Zaccahaeus.
Trenloe
July 6th, 2015, 03:06
Monster Manual - NPC challenge rating index: the fractional challenge rating lists (e.r. CR 1/2) appear out of order near the end of the index
Thanks for raising. See the fourth item down here: https://www.fantasygrounds.com/forums/showthread.php?23710-5E-Bug-Reports-and-Notices-of-Fixes-Rolled-Out&p=217307&viewfull=1#post217307
Griogre
July 6th, 2015, 05:30
Small typo in DD PHB Deluxe. Druid class, Proficiencies, Armor. "Armor: light armor, medium armor. shields (druids will not wear armor or use shields made of metal)" s/b "Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)" there should be a *coma* after medium armor not a period. :p
Same type of problem with Druid class, Proficiencies, Weapon. "Weapon: Clubs, daggers. darts. javelins, maces, quarterstaffs, scimitars, sickles, slings, spears" s/b "Weapon: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears" there should be commas instead of periods after daggers and darts
TASagent
July 6th, 2015, 06:19
Zacchaeus, it seems like the Gnome feat is a deeper issue. It has to do with text not wrapping properly for some of the windows. Try opening the feat and resizing the window a bit. The text of the spell titles (maybe just italic or tagged text in general) seem to ignore word wrapping. Like this:
10418
But yeah, seems to be a problem with FG windows and not directly related to the module.
kylania
July 6th, 2015, 07:21
ransolot reported this (https://www.fantasygrounds.com/forums/showthread.php?24422-Hoard-of-the-Dragon-Queen-Error) elsewhere but I'm just confirming that the Leosin Erlanthar and Rewards links on the E02-01-00 Raiders' Camp Story page link to blank Story Pages in Hoard of the Dragon Queen. As you can see here there is an NPC personality for Leosin and E02-06-00 Story Page available, just not linked there.
Zeus
July 6th, 2015, 08:38
Small typo in DD PHB Deluxe. Druid class, Proficiencies, Armor. "Armor: light armor, medium armor. shields (druids will not wear armor or use shields made of metal)" s/b "Armor: light armor, medium armor, shields (druids will not wear armor or use shields made of metal)" there should be a *coma* after medium armor not a period. :p
Same type of problem with Druid class, Proficiencies, Weapon. "Weapon: Clubs, daggers. darts. javelins, maces, quarterstaffs, scimitars, sickles, slings, spears" s/b "Weapon: Clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears" there should be commas instead of periods after daggers and darts
Thanks for spotting and reporting Griorge, I'll fix and queue and update.
ransolot reported this (https://www.fantasygrounds.com/forums/showthread.php?24422-Hoard-of-the-Dragon-Queen-Error) elsewhere but I'm just confirming that the Leosin Erlanthar and Rewards links on the E02-01-00 Raiders' Camp Story page link to blank Story Pages in Hoard of the Dragon Queen. As you can see here there is an NPC personality for Leosin and E02-06-00 Story Page available, just not linked there.
kylania/ranolot: I have just confirmed both links work fine for me, you might be getting the error as a result of cached data. Can you check you campaign/modulesdb folder for a file entitled DD Hoard of the Dragon Queen.xml. If one is present, please close the module in FG and then temporarily move the DD Hoard of the Dragon Queen.xml file out of the campaign/moduledb folder. Then reopen the module and retry the links in FG.
Griogre
July 6th, 2015, 10:50
I just created a new campaign and only opened the HotDQ module and the two links are broken for me as well. IE Story, E02-01-00 Raiders' Camp, Scroll to bottom, Leosin and Rewards links both open blank popups. I have a Par5e MM not one of the packs. The Leosin link in the NPC list works but I can not find a listing for any parcels for Episode 2.
Zeus
July 6th, 2015, 12:44
Player's Handbook
When looking at spell lists for the Cleric
The Domain spell lists show up correctly. However the base "Cleric" list shows everything from all domains AND the cleric only spells. This means you can see spells that are not available to you because some domains have spells that are not base cleric spells.
Example: A War Domain cleric should not see Fireball on the base cleric list because that is a Light domain only spell.
I'm unsure if there are other classes with similar type issues. This one just came up today in our session when the War Domain cleric got excited for a second that he had Fireball available to him. :)
Thanks for reporting wedge. I have fixed the problem with spell list generation, the cleric and druid classes are the only two which were impacted by the issue. I will push out a new set of PHB and class pack modules later today.
Zacchaeus
July 6th, 2015, 14:12
Zacchaeus, it seems like the Gnome feat is a deeper issue. It has to do with text not wrapping properly for some of the windows. Try opening the feat and resizing the window a bit. The text of the spell titles (maybe just italic or tagged text in general) seem to ignore word wrapping.
But yeah, seems to be a problem with FG windows and not directly related to the module.
Now that you mention it I do remember a post somewhere which said that text wasn't always wrapping correctly, but I can't find that post any more. I still can't reproduce your problem, TAS, so maybe the latest update fixed it. Not sure though.
kylania
July 6th, 2015, 15:35
kylania/ranolot: I have just confirmed both links work fine for me, you might be getting the error as a result of cached data. Can you check you campaign/modulesdb folder for a file entitled DD Hoard of the Dragon Queen.xml. If one is present, please close the module in FG and then temporarily move the DD Hoard of the Dragon Queen.xml file out of the campaign/moduledb folder. Then reopen the module and retry the links in FG.
Seems it's a difference between Live and Test. With v.3.1.1 the links are broken. With v.3.1.2 they work and properly display the intended Story Pages.
TASagent
July 6th, 2015, 15:42
Zacchaeus, when you say latest update, are you referring to the Live build, or the Test build? I ran update and verified I still experienced the problem before posting about it last night, but I am currently set to the Live build. I also just verified this morning that I get the same problem on a completely different computer, that the italic text doesn't seem to respect the word wrapping. I can get the issue with the default and with the 5e theme.
It does seem to be related to the markup used to identify italics, bold, underline, etc.
Here is the other computer doing it with the feat:
10420
And here is my series of tests with a new Note. Notice the wrapping issue only occurs when it would need to wrap the markedup text:
10421 10422 10423 10424
Zacchaeus
July 6th, 2015, 18:45
Zacchaeus, when you say latest update, are you referring to the Live build, or the Test build?
You are absolutely correct, sorry. I'm on the test build and I keep forgetting that. See here Post #7 https://www.fantasygrounds.com/forums/showthread.php?24825-Test-Release-v3-1-2
GuardianLurker
July 7th, 2015, 03:49
Now that you mention it I do remember a post somewhere which said that text wasn't always wrapping correctly, but I can't find that post any more. I still can't reproduce your problem, TAS, so maybe the latest update fixed it. Not sure though.
Z, I can confirm its still a problem, because I still see the same behavior in my (Live) copy. The best way I've found to reproduce this: Find a story entry (though as far as I can tell it's for all formatted text windows) that has formatted text (bold or italics, it doesn't matter). Insert more text, enough to force the formatted text off the right edge. It should wrap. It won't. Resize the window larger, and the text will appear. Shrink it, it disappears. In general, you can often get the text to behave better if you insert a newline before the formatted text, but that has its own issues.
crb31
July 7th, 2015, 04:33
Error in Lost Mine of Phandelver.
P2.07.10 the way the DM text is broken up, "propped up and tapped." needs to be added to the text box.
P2-7.09 Under Treasure, Mask should be Mosk.
I also get a Runtime Error: desktop: Unable to create window with invalid class (parcel;1. Cellar : parcel;1. Cellar.parcel@DD Lost Mine of Phandelver)
Database Notice: Campaign saved.
when I try to look at the parcel in the P2-07.01 Cellar
crb31
July 7th, 2015, 04:42
Also there is some sort of error coming up with AC it is taking the Base + the AC of the armor + shield, and for one of my characters giving him a AC of 28..another it didn't take the Armor bonus, just the dex.
kylania
July 7th, 2015, 05:14
Also there is some sort of error coming up with AC it is taking the Base + the AC of the armor + shield, and for one of my characters giving him a AC of 28..another it didn't take the Armor bonus, just the dex.
The hard coded base 10 AC is a little annoying to me. :) For example Leather Armor is 11 AC, but because FG has the base unarmored 10 locked in you have to add it as just 1 for armor instead of 11. Just a minor little head math, but still confusing till we get "Equipped" or "Worn" as an option for Armor in Inventory.
midas
July 7th, 2015, 05:22
After I ran the update for PotA today, now none of my Steam modules are showing up. When I purchased FG I picked up the 5e ruleset, the Player's Handbook, Monster Manual and Lost Mines of Phandelver. When PotA came out I purchased that from fantasygrounds.com.
Today I saw the update and ran it, and saw the new Princes module download. However when I went to load my campaign it reverted to the default leather theme instead of the 5e theme. when I checked my module library the only 5e content listed is Princes of the Apocalypse and the Elemental Evil Player's Companion. It's like the PotA update overwrote my steam content.
I've run the update and verified the steam DLC is checked in the settings, and also renamed my content.dat file to content.dat.old to force a new one to download, however my original 5e content is still not listed. Any thoughts?
*UPDATED*
Never mind. After running the updater a couple more times and closing/relaunching FG the content has returned.
midas
July 7th, 2015, 05:26
The hard coded base 10 AC is a little annoying to me. :) For example Leather Armor is 11 AC, but because FG has the base unarmored 10 locked in you have to add it as just 1 for armor instead of 11. Just a minor little head math, but still confusing till we get "Equipped" or "Worn" as an option for Armor in Inventory.
This. 100x this. :)
crb31
July 7th, 2015, 06:00
The hard coded base 10 AC is a little annoying to me. :) For example Leather Armor is 11 AC, but because FG has the base unarmored 10 locked in you have to add it as just 1 for armor instead of 11. Just a minor little head math, but still confusing till we get "Equipped" or "Worn" as an option for Armor in Inventory.
Got it, thanks.
Zacchaeus
July 7th, 2015, 13:29
The hard coded base 10 AC is a little annoying to me. :) For example Leather Armor is 11 AC, but because FG has the base unarmored 10 locked in you have to add it as just 1 for armor instead of 11. Just a minor little head math, but still confusing till we get "Equipped" or "Worn" as an option for Armor in Inventory.
This is the way it is supposed to be and FG is simply reflecting the way WotC have presented this factor in the PHB at p14. Your base armour is always 10 and armour simply adds a bonus to this figure. It may have been better if WotC had presented say "Leather Armour" as giving an AC bonus of 1 instead of saying it has AC 11. However this then would probably have caused confusion when it came to magical armour with bonuses to AC. There is now (I can't remember which version - I'm using the test version) a 'base' box to the left of the AC calculation in the character sheet which is fixed at 10 so that this kind of confusion is somewhat ameliorated.
Zacchaeus
July 7th, 2015, 13:34
Z, I can confirm its still a problem, because I still see the same behavior in my (Live) copy. The best way I've found to reproduce this: Find a story entry (though as far as I can tell it's for all formatted text windows) that has formatted text (bold or italics, it doesn't matter). Insert more text, enough to force the formatted text off the right edge. It should wrap. It won't. Resize the window larger, and the text will appear. Shrink it, it disappears. In general, you can often get the text to behave better if you insert a newline before the formatted text, but that has its own issues.
Guardian, this has been fixed in the current Test Version. I tried what you describe and everything works as it should.
dj-wedge
July 7th, 2015, 20:56
DD MM Monster Manual
Creature: Flameskull
By default it is missing 3 of the 5 prepared spells that it should have: Blur, Flaming Sphere and Fireball
Eru the One
July 8th, 2015, 00:46
DD PotA
2.07.01 Allfaiths Shrine - "combinations are Sune and Sel\uFFFDne" (Selûne)
5.07.17 G17 Earth Portal - Ogrehmoch
Ogrémoch is spelled OgrEmoch on the NPC list and G17 encounter
Red-Larch-Environs-DM map has square grid enabled on a hex map
dj-wedge
July 8th, 2015, 05:21
DD PHB
Confusion spell
The table that you are supposed to roll on to determine the affected creature's action is not included with the spell. In the physical PHB it is located on the next page (pg 225)
dj-wedge
July 8th, 2015, 06:14
DD PHB
Channel Divinity: War God's Blessing
In the description in the last sentence it should say "...before the DM says whether..." But it actually says "...before the D13 says whether..."
Zacchaeus
July 8th, 2015, 10:34
DD PHB
Confusion spell
The table that you are supposed to roll on to determine the affected creature's action is not included with the spell. In the physical PHB it is located on the next page (pg 225)
Zeus: The Table is actually there in tables but it is named "Elemental Behaviour" and is linked to the Conjure Elemental Spell.
dj-wedge
July 8th, 2015, 17:38
This is not an issue with any downloadable module, per se. It is an issue with the 5E Effects Wiki page. A minor issue, for sure, but it caused confusion.
The page link is here: https://www.fantasygrounds.com/wiki/index.php/5E_Effects
This ends up being one of the most often discussed and referred to page on your web site during our game sessions. I think every one of my players has it open most of the time.
Anyway. We were having a discussion about bonus to attack rolls. In the Effect Text Field Features section you refer to the ATK feature as only allowing a value of (D) for die rolls. We were trying to figure out how to add a +2 and using a die roll added on did not accomplish this. Then someone noticed that lower down the page in one of the examples you had "ATK: 2". Obviously we tried that and it worked great. I think the only really minor change I would like to see made is to make sure the Effect Text Field Feature section correctly reflect whether it allows (D) Die values or (N) Number values or both.
Maybe I'm missing something somewhere else. And I'm fully aware this is ticky tack. But it did cause some confusion on how we were going to accomplish what we needed when the documentation did not explicitly call it out as an option.
Just trying to be helpful. Sorry if this seems ridiculously minor.
And I might add: We LOVE the new magic item examples section!
Zacchaeus
July 8th, 2015, 20:47
This is not an issue with any downloadable module, per se. It is an issue with the 5E Effects Wiki page. A minor issue, for sure, but it caused confusion.
The page link is here: https://www.fantasygrounds.com/wiki/index.php/5E_Effects
This ends up being one of the most often discussed and referred to page on your web site during our game sessions. I think every one of my players has it open most of the time.
Anyway. We were having a discussion about bonus to attack rolls. In the Effect Text Field Features section you refer to the ATK feature as only allowing a value of (D) for die rolls. We were trying to figure out how to add a +2 and using a die roll added on did not accomplish this. Then someone noticed that lower down the page in one of the examples you had "ATK: 2". Obviously we tried that and it worked great. I think the only really minor change I would like to see made is to make sure the Effect Text Field Feature section correctly reflect whether it allows (D) Die values or (N) Number values or both.
Maybe I'm missing something somewhere else. And I'm fully aware this is ticky tack. But it did cause some confusion on how we were going to accomplish what we needed when the documentation did not explicitly call it out as an option.
Just trying to be helpful. Sorry if this seems ridiculously minor.
And I might add: We LOVE the new magic item examples section!
If you look again you'll see that "D" says that Dice and numbers are supported. :)
Trenloe
July 8th, 2015, 21:04
Yep - look in the key under the table: "(D) = Dice and numbers supported for value attribute"
kylania
July 8th, 2015, 21:11
I think the only really minor change I would like to see made is to make sure the Effect Text Field Feature section correctly reflect whether it allows (D) Die values or (N) Number values or both.
Bottom of the Modifiers (https://www.fantasygrounds.com/wiki/index.php/5E_Effects#Modifiers) table indicates that (D) is both Die and Number while (N) is only Numbers. Doesn't seem to be a Die Only option.
(D) = Dice and numbers supported for value attribute
(N) = Only numbers supported for value attribute
(-) = Neither number nor dice supported for value attribute
Griogre
July 8th, 2015, 21:19
Damn, the fine print, eh?
dj-wedge
July 8th, 2015, 22:09
Perfect. And yes... damn fine print.
crb31
July 12th, 2015, 06:29
This may have been already reported, in HoDQ in the NPC's the Acolyte doesn't have all of their spells.
demonsbane
July 13th, 2015, 01:05
Likely this has been reported, but here is it:
- PHB Deluxe: at the Reference Manual, in Classes, the Sorceror should be Sorcerer, and has the link broken leading to an blank entry.
demonsbane
July 13th, 2015, 01:12
- PHB Deluxe,
Very minor typo for the Sorcerer Class:
At Proficiencies, there is a missing empty space before "light crossbows". So, right now it says:
"Weapons: Daggers, darts, slings, quarterstaffs,light crossbows"
The space there should be added.
GuardianLurker
July 13th, 2015, 01:52
From Rise of Tiamat:
* Trivial Fixes
**P0-12 The Zhentarim.; Trivial; Header has duplicate ’the’
**P0-12 The Emerald Enclave.; Trivial; Header has duplicate ’the’
**P0-12 The Lord’s Alliance;Trivial; extraneous markup(#bs;) in Taern Hornblade’s entry
**Serpent Hills Encounters Table; Trivial; leading text has “17 FFFD20” instead of “17 - 20”
**Serpent Hills Encounters Table/Story; Trivial; “Vultures 3d6)” missing paren
**P3-04.16; trivial; extra \u2029 at end of text.
* Minor Fixes
**P0-12 The Emerald Enclave; Minor; entry ends incomplete
**Arauthator’s Lair (Player’s Map); Minor; Grid does not align to sample square.
**Ice Caves (Player’s Map); Minor; Grid does not align to sample square.
* Major Fixes
**Sea of Moving Ice Encounters Table;Major; Links are to empty entries, instead of stories or encounters.
**Sea of Moving Ice Encounters Table/Story Entries;Major; Unlinked story entries do not provide encounters
**Ice Caves Encounters Table;Major; Links are to empty entries, instead of stories or encounters.
**Ice Caves Encounters Table/Story Entries;Major; Unlinked story entries do not provide encounters
From Monster Manual
* Minor
**Shambling Mound: Damage resistance with skills instead of a separate entry
crb31
July 13th, 2015, 14:51
Horde of the Dragon Queen
E01.07.05 Save the mill
Tokens, when you add the encounter to the combat tracker are in the wrong building. They should be in the one with the water wheel.
E01.07.06 Sanctuary
Enc: Sanctuary Group B
All the tokens for this should be on the same side of the temple per the description 1 large 50' group.
Eighteez
July 13th, 2015, 19:19
First post for a bug, hopefully this is in the right place.
Sorceror Spell slots at first level should be 2 first level spells. When creating a character I am getting 3 first level spells and I cannot find a reason why the extra exists.
Zacchaeus
July 13th, 2015, 21:05
First post for a bug, hopefully this is in the right place.
Sorceror Spell slots at first level should be 2 first level spells. When creating a character I am getting 3 first level spells and I cannot find a reason why the extra exists.
I can't replicate this; it's only giving me the correct number of 2. Is it possible that you have dragged the class in twice (so that you are sorcerer 2 rather than 1 on the first tab of the character sheet), or somehow manually altered the number of spell slots by mistake?
If it still persists can you say what you are using (i.e. player pack, PHB deluxe, Par5ed handbook etc) and also what version of FG and what licence you have (full, trial etc). The more information that you can provide the better we'll be able to help.
Eighteez
July 13th, 2015, 21:22
the class is 1 sorceror.
I cant see how to manually adjust the spell slots.
I'm using the dd phb deluxe and princes of the apocalypse companion and adventure.
see screenshot.
Does this help?
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=10501&stc=1&d=1436815221
Moon Wizard
July 14th, 2015, 02:09
I'd need the steps you used to create the character to see what the issue is. I'm not seeing it on my machine either.
Here are the steps I followed:
Open Character Selection screen
Right click and Create a new PC.
Click on the new PC to open the PC sheet.
Add a name to the Name field.
Dragged the Human race from the PHB onto the PC.
Dragged the Sorcerer class from the PHB onto the PC.
Click on the PC Actions tab.
Noted 2 first level spell slots available.
One thing to note is that the character building in FG is only additive. It is not a full-fledged character builder where you can add/remove features (which is a much more complex product, like Hero Lab). It will not remove data if you remove class/race info. It may not be relevant, but I found it's always good to put that info out there.
Regards,
JPG
Eighteez
July 14th, 2015, 04:20
It will not remove data if you remove class/race info. It may not be relevant, but I found it's always good to put that info out there.
That's it then.
Totally relevant. I do know that at one time there were 2 levels in there. So it would have added one. And then if its not taking that back off when you remove it, its going to stay.
My next question, would be "how do I remove it?". I would hope that if someone accidentally added the wrong level or added a class then changed their mind right away they wouldnt have to scrap the entire character and start over to avoid extra "ghost spell slots". Can these be removed somehow?
Moon Wizard
July 14th, 2015, 04:25
There is a cycler field on the bottom of the PC Actions tab that lets you cycle between different views of the Action tab.
Standard = Show all actions in usage mode.
Preparation = Show all actions in prep mode (ie set memorized spells, adjust slots, set point costs, etc.
Combat = Show available actions in usage mode (ie hide spell levels with no slots, etc)
Cheers,
JPG
Zacchaeus
July 14th, 2015, 13:03
That's it then.
Totally relevant. I do know that at one time there were 2 levels in there. So it would have added one. And then if its not taking that back off when you remove it, its going to stay.
My next question, would be "how do I remove it?". I would hope that if someone accidentally added the wrong level or added a class then changed their mind right away they wouldnt have to scrap the entire character and start over to avoid extra "ghost spell slots". Can these be removed somehow?
You wouldn't need to scrap the whole character but you would have to manually remove anything that was added by mistake. So in the case of the Sorcerer you would have to, as you now know, revert the spell slots back to 2 but also remove the 'Font of Magic' Feature from the Abilities tab as well as remove any additional hit points that had been granted.
Eighteez
July 14th, 2015, 15:37
fantastic. Thank you very much.
Talzar
July 14th, 2015, 19:08
Character creation:
RACE:
⦁ BUG/REQUEST - There is no automated way to remove a Race once it has been added via drag and drop onto the character sheet and any subsequent races that are added via this same method further adjusts the character sheet without removing the previous racial adjustments.
Double-yes to this request.
Please offer a way to remove a previously added race, or allow a newly selected race to overwrite the previous one. It's a very bad feeling when you make a mistake, or change your mind after putting in a lot of work on a character.
Zacchaeus
July 14th, 2015, 19:36
Double-yes to this request.
Please offer a way to remove a previously added race, or allow a newly selected race to overwrite the previous one. It's a very bad feeling when you make a mistake, or change your mind after putting in a lot of work on a character.
Might I suggest you add that here (https://fg2app.idea.informer.com/), since it isn't a bug.
Do bear in mind that the character sheet isn't a fully fledged character creation device such as HeroLab. Having to start a character over if you make a mistake is in fact the way I would suggest you handle such occurrences since it isn't really that hard to do. Maybe not for a higher level one certainly but for starting characters it is. Especially when you consider the race is the first thing you should be dragging into the sheet anyway, then background then class. Those are the three things which impact the most on the character and since you will have spent about 5 seconds dragging these three in restarting isn't so much of a problem I would suggest.
Zacchaeus
July 14th, 2015, 19:45
It would seem that the 5e ruleset believes that there should be a minimum amount of damage dealt for every hit. This does not appear to be the case and should therefore be removed. Unless of course there is some other reason why a minimum amount of damage is always dealt.
Moon Wizard
July 15th, 2015, 00:19
There you go rocking the boat again. :)
JPG
Zacchaeus
July 15th, 2015, 10:37
There you go rocking the boat again. :)
JPG
Awww, thanks Moon :)
rjhodgefamily
July 15th, 2015, 20:46
So just started using Fantasy Grounds today. Noticed a small issue with Deep Gnome. When selecting as a race from DD Elemental Evil Players Companion it increases intelligence by 4 instead of by 2.
kylania
July 15th, 2015, 21:06
So just started using Fantasy Grounds today. Noticed a small issue with Deep Gnome. When selecting as a race from DD Elemental Evil Players Companion it increases intelligence by 4 instead of by 2.
It doubles up on Gnome Cunning under Abilities as well.
Zacchaeus
July 15th, 2015, 23:02
The Lion's stat block in the Monster Manual is all zeros apart from STR. A recurrence of a previous bugette or just a one off? I haven't seen it in any others at the moment.
TASagent
July 17th, 2015, 16:35
Small Monster Manual errors:
Sea Hag - Other Tab:
- A bunch of "\r"s in the Hag Covens section.
Shadow Demon - Other Tab:
- Two extra line breaks near the top of the Demon Lords section
Solar - Main Tab: (and probably others)
- Control Weather spell does not populate NPC sheets very cleanly. Table should probably be dropped altogether, or at least copied differently.
Spectator - Main Tab:
- Eye Ray Numbers used as action names. Should probably be eye ray numbers and names as the action name. (eg, right now there is an action called "1" that begins its description with "Confusion Ray. The target..."
Specter - Main Tab:
- Text from Life Drain tagged as a new action. "This reduction lasts until ..." should be part of the Life Drain description.
Specter - Other Tab:
- Extra line break in the second paragraph of "Dwellers in Darkness"
Treant - Other Tab:
- Extra line break at the end of its description.
Unicorn - Other Tab:
- Markup typo for the "Regional Effects" section, left a plaintext "#bis;"
Vampire - Other Tab:
- Two extra line breaks near the top of the "Strahd von Zarovich" section
Vampire Spawn:
- Same error because same text
Vrock - Other Tab:
- Two extra line breaks near the top of the Demon Lords section
- Missing linebreak after bold "Graz'zt" header, making the entire following paragraph bold
Werebear - Main Tab:
- Has a trait called "Trident" with a description "and hybrid form". Might want to find where that came from as well. Werebear wields a Greataxe.
WereBoar - Main Tab:
- Has a trait called "Greataxe (Humanoid or Hybrid Form Only)" with a description "or hybrid form". Wereboar wields a Maul.
White Dragon Wyrmling - Main Tab:
- Cold Breath action is split. Part of its description is put in the title of the next action "hail in a 15-foot cone".
Will-o'-Wisp - Main Tab:
- The ephemeral ability should say that it "can't wear or carry anything", instead of "any thing". Sort of quibbling, but just throwing that one in there while I'm at it.
Dr0W
July 18th, 2015, 07:04
Probably a problem with Wizards Theme, since it works fine with the standard one.
10567
dberkompas
July 19th, 2015, 03:58
Features -> Spellcasting (Bard)
Cantrips paragraph, second sentence:
You learn additional bard cant rips (note space)
End of same sentence, Known column of the Hard table (should be Bard table)
Reference: Page 52 of PHB
BoomerET
(I've tried to do a search, but I could swear there was a website that if you uploaded an FG xml character, it would create a 5th Ed. PDF, anyone recall the URL?)
Trenloe
July 19th, 2015, 21:04
(I've tried to do a search, but I could swear there was a website that if you uploaded an FG xml character, it would create a 5th Ed. PDF, anyone recall the URL?)
https://www.fantasygrounds.com/forums/showthread.php?22440-5E-Character-sheet-from-XML
dberkompas
July 19th, 2015, 22:24
Thanks, I've Bookmarked it now (and will probably forget that I did).
Trenloe
July 19th, 2015, 22:29
Thanks, I've Bookmarked it now (and will probably forget that I did).
I've made it a sticky in the 5E thread. :)
Zacchaeus
July 20th, 2015, 17:05
In the Player's Handbook Deluxe edition the 'Channel Divinity' for all 3 of the Paladin's Sacred Oaths link to the channel divinity for the 'Oath of Vengeance' oath instead of to their individual oaths.
Did I get enough 'oaths' into that sentence or could I have squeezed more in?
Wolfheart
July 20th, 2015, 17:48
44 pages of bug reports ... :hurt:
Nylanfs
July 20th, 2015, 17:57
Well to be fair this lists ALL the bugs and errors from when it was first launched, not just since the last update.
Zacchaeus
July 20th, 2015, 18:58
44 pages of bug reports ... :hurt:
There's also many, many posts which are not actually bug reports - requests for more information, answers to questions, feature requests and there's a lot of duplication and also people commenting on the number of pages of bug reports :)
Nylanfs
July 20th, 2015, 19:18
And people commenting on the posts about people talking about the number of pages of bug reports...
ChimpMasaki
July 20th, 2015, 23:34
LMoP - Goblin's shortbow range is 5ft instead of 80/320 ft.
dj-wedge
July 21st, 2015, 19:00
LMoP - Goblin's shortbow range is 5ft instead of 80/320 ft.
That's for the attack when he rips the arrow out of one creature and stabs another creature with it. ;)
kane280484
July 26th, 2015, 13:08
Search engine didn't turned any matches of this, so I report:
War God's Blessing (War Domain feature) description in DD PHB Deluxe module.
At 6th level, when a creature within 30 feet of you makes an attack roll, you can use rout reaction to grant that creature a -10 bonus to the roll, using your Channel Divinity. You make this choice after you see the roll, but before the D31 says whether the attack hits or misses.
Obvious OCR typo. Should be your and DM I guess.
EDIT: Further typos: Spiritual weapon. "a creature within 5 feet o f the weapon" and "against a creature within 5 feet o f it" and "Clerics o f deities who are associated"
Sorry if I'm being petty here, I am in fact petty about this kind of typos :D
lambchopsil
July 27th, 2015, 07:06
I own both the FG version of Lost Mine of Phandelver and the physical copy. There's a lot of minor typos (like small misspellings or missing/extra spaces), but those don't matter too much as you can easily figure it out. So far I've discovered 1 huge typo where you're actually missing a lot of text. This is the story entry detailing Iarno's description. The title of the story is "P2-07.12. Glasstaff's Quarters". There's a section where it says what Iarno knows if you capture him. The FG version only has 1 bullet point saying "No other members of the Lords' Alliance know of Iarno's betrayal.", but the physical copy of the adventure actually has 3 additional bullet points that are missing.
Edit:
Found another typo for the story "P3-06.03. The Brown Horse". The text for awarding experience after the ash zombie encounter incorrectly states 150 xp. Should be 200 xp. (Although the encounter object itself has the correct amount of xp in it). I've found a couple other instances o
Story entry "P2-07.10. Common Room" has the DM text messed up. Should contain 2 paragraphs describing the room and the 4 brigands, but it's formatted incorrectly such that the 2nd paragraph (and part of the 1st) are outside the DM text
Edit 2:
Story entry "P4-02.17. Old Streambed" is missing half the text. Instead it incorrectly has the treasure section from "P4-02.18. Collapsed Cavern"
Story entry "P4-02.19. Temple of Dumathoin" mentions 2 bugbears, but they are missing from the provided encounter link.
Eru the One
July 28th, 2015, 08:41
I know the Crawling Claw in the MM was fixed, but the one parsed for PotA has the old problem of only showing the attack, but no damage.
I reported earlier that the HotDQ Decal is not selectable in the decal selection when PotA Decals are enabled as well, but didn't see it fixed with 3.1.2 or the updated modules, so bringing it up again.
Mavrik6666
July 29th, 2015, 00:29
Monster Manual Creature : Peryton, the creatures Resistance to weapons isn't in the stat block , so resistances aren't working
kylania
July 29th, 2015, 01:16
Monster Manual Creature : Peryton, the creatures Resistance to weapons isn't in the stat block , so resistances aren't working
Good catch. To actually use it for now you can just drag it into your NPC list of your campaign then you can edit it locally.
Mavrik6666
July 29th, 2015, 09:41
yes.. I wasn't Dm'ing last night when our DM used the monster... as hes new, was a little hard to try and explain mid combat.. error seems to be a merge of the senses and damage resistance lines
Overdog
July 30th, 2015, 14:25
I am having issues adding any characters to a map that I export and then import into the Combat Tracker.
Steps:
1. I open up a test campaign and click PCs
2. From the Character Selection window I click Edit List
3. From the character I wish to export I click the Down Blue Arrow/Export Character button and save my character to my desktop as a xml.
4. I then open up a second test campaign and click PCs again
5. From the Character Selection window I click the Edit List again
6. I then select the Blue Up Arrow/Import Character icon at the bottom of the window and navigate to my exported character on my desktop.
7. I then open up the character and add in a portrait. Note: I had one selected before I exported but it disappeared.
8. I then open up the Combat Tracker and drag and drop the imported character to it. I immediately notice that the portrait doesnt appear for the character in the Combat Tracker and I am unable to drag and drop the imported character onto a Map.
9. I then create a new character in the current campaign and add a portrait to and I am able to add it to the Combat Tracker and then to the Map without an issue.
This was verified by another user in the following post (https://www.fantasygrounds.com/forums/showthread.php?25391-Importing-Exporting-Character-issues&p=224074#post224074).
Workaround: Open your newly imported character and if it still doesn't have a Portrait give it one. Then drag the portrait from top left of char sheet to the top right where the Icon should be. Then you will be able to add you Char properly to CT and Map.
Note: It seems the command line import character option works fine. You still need to add in the portrait but you dont need to drag it to the upper right corner of the sheet.
soulcat
August 1st, 2015, 20:34
Anyone else having issues dragging equipment from the PHB to the character sheet in the 3.1.2 update?
Eru the One
August 1st, 2015, 20:56
Anyone else having issues dragging equipment from the PHB to the character sheet in the 3.1.2 update?
Are you using the PHB Deluxe, Basic, or your own parsed module? I tried two campaigns without any issues using the Deluxe/Basic modules.
kylania
August 1st, 2015, 20:57
Anyone else having issues dragging equipment from the PHB to the character sheet in the 3.1.2 update?
Are you dragging far enough away from the edge of the equipment window? There's a small invisible edge that you can't "drop through".
demonsbane
August 2nd, 2015, 21:48
This text of LMoP not matching with the printed book of the Starter Set hasn't been fixed with the 3.1.2 update:
It's at P0-07 Adventure Hook:
Here the text enters in conflict with its printed version inside the Starter Set, with the "Roleplaying and Inspiration" box/section saying,
(. . .) "A player with inspiration can use it in a situation where his or her character's personality traits, ideal, or bond relate to what's happening."
According to the released book (and no errata changes it), it should say:
"The Player can then spend it when his or her character makes and ability check, an attack roll, or a saving throw."
Zacchaeus
August 5th, 2015, 13:11
An effect which adds to an ability such as STR: 5 is working correctly for ability, skill, attack and damage rolls. However it is not adding in the appropriate bonus for saving throws based on that stat.
epithet
August 7th, 2015, 01:33
When loading a campaign using the official 5e theme with the full "DUNGEONS & DRAGONS" logo, I would very often receive the following error, and I would not be able to drag-and-drop items.
Script Error: [string "scripts/manager_options.lua"]:16: addHandler: Invalid parameter 3
Here is the thread where Trenloe helped me isolate the cause of the error:
https://www.fantasygrounds.com/forums/showthread.php?25491-Wonky-Behavior
Edit: I still get the error sometimes, even without the 5e theme, but it is much less frequent.
Daxis32
August 7th, 2015, 04:26
The channel Divinity feature for each oath (Oath of the Ancients, Oath of Devotion, Oath of Vengeance)is the same. It is showing the Channel Divinity text for the Oath of Vengeance on all three.
Griogre
August 7th, 2015, 21:40
HotDQ module: Encounter E06-07-01 Lizardfolk Sleeping Room (Night), the tokens are not placed on the map.
vonklaude
August 8th, 2015, 09:11
BUG: Wood Elf Fleet of Foot ability does not cause Speed on Main to update to 35.
(And Speed on Main cannot be edited.)
Trenloe
August 8th, 2015, 20:38
(And Speed on Main cannot be edited.)
This is by design. The summary entries for things like speed, AC, initiative, etc. aren't editable on the main page. To edit, click the magnifying glass icon to the left of the AC shield. This will bring up a window that allows you to edit the base speed, any adjustment due to armor and a misc adjustment. You'll see this magnifying glass feature throughout the character sheet.
MadBadHare
August 9th, 2015, 16:17
Bug with Ammunition and Hot keys -
I added a longbow to my inventory and it auto populates on my action tab as it should. I changed the ammunition to 20. When I double click the attack from the action the ammunition gets expended as it should (auto check one shot was fired) Here is where the weird behavior begins.
1) When that attack is dragged below to a hot key the ammunition is decremented as if it was an attack was fired. I don't think this was by design.
2) When I initiate the attack from the hot key, ammunition is NOT decremented as it should be. However if I initiate the attack from the action itself it still works properly.
Very minor really but I thought I would point it out.
Trenloe
August 11th, 2015, 23:10
Wounded and Bloodied conditions not working with IFT conditional effects: https://www.fantasygrounds.com/forums/showthread.php?25550-Does-anyone-know-how-to-make-IFT-work-with-Wounded
TASagent
August 15th, 2015, 02:01
True Resurrection spell description - Components line spills into the text.
kylania
August 17th, 2015, 06:29
In both the Basic Rules and the Player's Handbook Reference Guide - Appendix A: Conditions the Paralyzed Condition is missing this crucial first effect:
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
Zacchaeus
August 17th, 2015, 13:02
In both the Basic Rules and the Player's Handbook Reference Guide - Appendix A: Conditions the Paralyzed Condition is missing this crucial first effect:
A paralyzed creature is incapacitated (see the condition) and can't move or speak.
There's a stray #li; in the following entry 'Petrification' which might be the root of this problem.
TASagent
August 21st, 2015, 15:43
MM Issues:
Mind Flayer - The wording of Mind Blast doesn't parse the stun properly. Can be fixed by changing to: "The mind flayer magically emits psychic energy in a 60-foot cone. Each creature in that area must succeed on a DC 15 Intelligence saving throw. A target takes 22 (4d8 + 4) psychic damage and is stunned for 1 minute on a failed save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success."
Kuo-Toa Archpriest - Spells Mass Cure and Spiritual Weapon still say "+ your spellcasting ability modifier"
Orc Eye of Gruumsh - Spear Attack says "plus 1d8" instead of "+ 1d8", so it doesn't parse properly. Also needs spellcasting modifier for Spiritual Weapon.
Bandit Captain - Saving Throw line says "Skills Athletics +4, Deception +4"
Carrion Crawler - Senses appearing in Skills section
Special thanks to Zacchaeus for finding most of these.
TinCanKing
August 23rd, 2015, 21:22
I can't seem to search threads for just "owl," so I'm not sure if this has been posted yet. The Owl's stats in "DD MM Monster Manual" are blank, with the exception of Strength. Because it's read only, I cannot fix the stats myself unless I create an NPC copy.
kylania
August 23rd, 2015, 21:31
Yup, seeing the same thing here. The Basic Rules DM version of Owl is correct though, so if you have that you can use it without modifications.
Zeus
September 1st, 2015, 11:54
Hey all - I'm back from 'compassionate leave' - its been a while since I have been able to focus on FG and for that I am truly sorry. Good news is I'm now back in the code cave and I am mopping up all the module data error requests and will be uploading fixes as quickly as possible - I'll sync up with moon/Doug to ensure these get pushed out as quickly as possible.
dulux-oz
September 1st, 2015, 11:57
Welcome back Zeus - we missed ya! :)
ianmward
September 1st, 2015, 13:24
Yeah, welcome back!
damned
September 1st, 2015, 14:12
Hey all - I'm back from 'compassionate leave' - its been a while since I have been able to focus on FG and for that I am truly sorry. Good news is I'm now back in the code cave and I am mopping up all the module data error requests and will be uploading fixes as quickly as possible - I'll sync up with moon/Doug to ensure these get pushed out as quickly as possible.
Welcome back Zeus - we missed ya! :)
Just a wee bit...
Ok, ok. A lot! We missed you a lot!
TASagent
September 1st, 2015, 14:15
Welcome back!
xanstin
September 1st, 2015, 14:47
Welcome back!
Zacchaeus
September 1st, 2015, 17:30
Wow, good news Zeus. A hearty welcome back into the fold.
kylania
September 1st, 2015, 19:24
Welcome back!! Hope we can be there for you as you are for us.
Nylanfs
September 1st, 2015, 20:12
Yea!
Morik
September 2nd, 2015, 21:11
The treasure parcel in room 1 of the Redbrand Hideout won't open. It gives an error.
Lost Mine of Phandelver :)
Redemption77
September 3rd, 2015, 16:33
Welcome back Zeus. Its a good feeling to get yourself back on track even if not fully, so its good to see you back on track enough you can rejoin us
Morik
September 4th, 2015, 06:23
Wave Echo Cave room 5 (Assayers' Office): Only part of the DM Text is in the DM Text box. The remainder of the paragraph is not in it. So it doesn't show up in Chat when you click the chat bubble by the Text box.
Same situation in room 8 (Fungi Cavern).
Oh, Lost Mine of Phandelver, btw :)
steeldnd
September 4th, 2015, 07:09
Story Entry 4.09.26 E26. Fire Temple of Princes of the Apocalypse has two encounter links (Vanifer Present (encounter) and Vanifer Not Present (encounter)), neither of which resolve. Clicking on either launches a <<New Encounter>> template.
Zacchaeus
September 4th, 2015, 13:35
Story Entry 4.09.26 E26. Fire Temple of Princes of the Apocalypse has two encounter links (Vanifer Present (encounter) and Vanifer Not Present (encounter)), neither of which resolve. Clicking on either launches a <<New Encounter>> template.
Zeus is aware of this one and other PotA errors
Zeus
September 5th, 2015, 21:26
Thanks for the nice messages, everyone. Much appreciated.
I have pushed data fixes for DD PHB (& Packs), DD MM (& Packs), DD Basic Rules, DD EE PC, DD LMoP and DD HotDQ this afternoon to our dev server, remaining modules (PotA, RoT) will be updated tomorrow. I expect moon will push out a public update for next week. Stay tuned.
lambchopsil
September 5th, 2015, 21:27
YES! Many thanks!
crb31
September 6th, 2015, 02:44
The Picture for the Violet Fungi come up as the Myconid in the Monster Manual and HoDQ
damned
September 6th, 2015, 02:48
The Picture for the Violet Fungi come up as the Myconid in the Monster Manual and HoDQ
Doug has a thing for fungi apparently...
Zeus
September 6th, 2015, 13:07
Some Fungi miniatures - best I have seen - nice paint job too!
https://otherworldminiatures.co.uk/figures/wp-content/uploads/2011/11/shriekerspaint.jpg
I'll double check the MM images and will add the fix to this week's to do list.
Zeus.
Morik
September 6th, 2015, 18:21
Wow! You guys are fast! Thanks :)
midas
September 9th, 2015, 03:37
several spelling errors/missing words from the parse in the PHB for the Druid class (going on the full PHB; don't know about the class pack). Too many to mention but they're pretty obvious if you open up the entry. My personal favorite involves "swinging a blade formed of pure tire." :)
bumbdies_prophet
September 9th, 2015, 21:59
I believe there's a bug regarding expended Warlock spell slots not refreshing after a short rest as they should per 5e rules. They do refresh after a long rest, suggesting the slots are coded to 'day' instead of 'rest'. This should be fixed so that GM/Players do not need to manually reset the slots following a short rest. Thanks
Morik
September 10th, 2015, 10:59
Druid's Moonbeam spell doesn't count as magic damage when attacking creatures (Perytons in this case).
Quietus
September 10th, 2015, 17:38
Bug: In DD Elemental Evil Companion - Deep Gnome applies the +2 bonus on top of the regular gnome bonus of +2 INT. So that's an addition of +4 instead of +2 when creating the character.
Zacchaeus
September 10th, 2015, 20:54
Druid's Moonbeam spell doesn't count as magic damage when attacking creatures (Perytons in this case).
Can you elaborate on what the problem is here since Moonbeam seems to work for me on Perytons.
Having said that the Perytons resistances are on the same line as skills and need to be broken out.
Morik
September 11th, 2015, 07:46
Moonbeam did only half damage to the perytons. Their resistance counted against it. These were out of Hoard of the Dragon Queen, not the MM though. Not sure if that makes a difference.
Zacchaeus
September 11th, 2015, 10:56
It shouldn't make a difference everything being equal. I've now tested on the HotQ Peryton and I can't replicate the problem. Moonbeam does radiant damage so it shouldn't be affected at all by the Peryton's resistances. Even untyped damage won't be affected by resistance but if I change the moonbeam's damage type to slashing then it will resist.
Just to clarify something else for you; there is no magic damage type in 5e. So spells don't do magic damage (or do they (https://www.sageadvice.eu/2015/08/30/magic-resistance-against-physical-damage/)?); they will do a specific type of damage such as fire, acid, radiant, force etc. See p196 of the PHB for more details.
I've attached a screenshot showing the results of my test. Have a check and let us know how yours differs.
Morik
September 11th, 2015, 21:01
Well, now I can't repeat it. I don't know what I did wrong. They were showing 'Partially Resisted' on Moonbeam damage during our combat. It must have been something I did. I'll play around and try to see where I screwed up. Fantasy Grounds does it right.
I understand that the peryton resistance only affects slashing, piercing, and bludgeoning type damage (unless it's magic). Moonbeam does radiant and shouldn't have been affected by the resistance at all.
Morik
September 13th, 2015, 03:07
Not a bug, but I wasn't sure where to put this... I'd like to see the Passive Perception field be editable. Our druid just got the Observant Feat. It adds to Passive Perception, not to the Perception Skill. If you try to edit it into the Skill, then Skill rolls will be wrong.
If there's a better way to do this than to let us edit the field, that would be great too. I just figured this would be the easiest way to do it.
ddavison
September 13th, 2015, 05:02
I posted this in the other thread but I'll post here too for completeness.
This is currently supported.
On the main tab, there is a place where Perception is located. It is abbreviated as PERC. There is a widget icon in the top right corner, meaning that you can CTRL + mouse-wheel up or down to add a permanent modifier. For example, if your Perception skill bonus totals +3, then you will have a 13 listed there. If you mouse-wheel up or down, you can add +5 to make your Passive Perception an 18 while keeping your skill for Perception at +3.
Morik
September 13th, 2015, 06:07
Thank you sooo much :)
jajen2003
September 13th, 2015, 20:17
Lost Mines of Phandelver Module -> P1-02 Goblin Arrows
The paragraph of text between the two existing block text should also be block text, since it appears as such in the published version.
See screenshot
10964
MODERATOR: Moved to 5E bug tracking thread. Please log 5E bugs in this thread, thanks.
Morik
September 15th, 2015, 08:59
Out of the Abyss 01.05.00 Velkynvelve locations: Area 6 is labeled as Shrine to Lolt instead of Shrine to Lolth. It's labeled correctly everywhere else, I believe.
TASagent
September 15th, 2015, 20:42
5e Ruleset:
It seems that effects that modify healing aren't triggering properly when the Effect Target is set (eg by Shift-Dragging the effect).
cas206
September 16th, 2015, 02:58
Monster Manual Entry for Jackalwere has a trait called Slam that shouldn't be there. The trait has damage immunities listed under it. These immunities are not in the correct place.
Morik
September 16th, 2015, 09:34
This is probably me doing something wrong, but... when our elven Ranger fires her longbow from the Action page of her character sheet, it automatically checks off ammo as being used. However, if she fires it from the hot button, no ammo is expended. Basically, she has to use the Action page or it won't track ammo. While we have no problem with this, I don't think this is intentional.
If it matters, she set the hot button up by dragging the attack die from her Action page to the hot button (oddly enough, it did check off an arrow when she set this up :D ).
jajen2003
September 16th, 2015, 16:06
Single Arrow Weight need to be updated in the PHB Mod.
If 20 arrows are 1lb. then one arrow is 0.05 lb.
11021
jajen2003
September 16th, 2015, 16:08
Blowgun Needle weight needs to be updated in the PHB Mod.
If 20 blowgun needles are 1lb. then one needle is 0.02 lb.
11022
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