View Full Version : What if players own modules the GM doesn't own?
acrivilare
January 21st, 2016, 21:26
Hola! I'm testing out Fantasy Grounds Ultimate License. I purchased an adventure module and have the 5e basic rules. If I have a player that wants to play a character with pieces from the Sword Coast Adventurer's Guide, do I too need to own the SCAG?
Any help would be appreciated!
Moon Wizard
January 21st, 2016, 21:38
You can just enter the data directly on the PC sheet if needed, or replace the text on an existing choice from PHB.
Regards,
JPG
damned
January 21st, 2016, 22:44
Hi acrivilare - when a player tries to activate a module the GM doesnt own the GM now gets a notification of this and can go into Module Activation and allow or block. This will only allow it for that specific player but yes - this is now supported.
acrivilare
January 22nd, 2016, 01:04
Thanks damned, that was the answer I was looking to find. Thanks, too, to Moon Wizard.
damned
January 22nd, 2016, 02:41
Thanks damned, that was the answer I was looking to find. Thanks, too, to Moon Wizard.
Hehehe - Moon Wizard wrote the codes to make it happen! All hail the Moon Wizard!
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