View Full Version : Level Up Advanced 5e (Overview and Bugs)
Zacchaeus
March 1st, 2022, 21:44
The Adventure Guide for Level Up Advanced 5e is now available in the store https://www.fantasygrounds.com/store/product.php?id=ENP5ELUA5EAG
The adventure guide comes with an extension which will automatically be downloaded and installed with your purchase. Make sure that when starting a Level Up campaign that you enable the extension; otherwise most of the features will not work. Note that although it claims to be 5e compatible I would not recommend that you try to mix and match a normal 5e campaign with a level up one. There are considerable differences which makes things 'interesting'.
In order to help you get started here a couple of videos:
Video One: (https://youtu.be/tFpxCMlJb2k) Level Up Campaign Guide Overview
Video Two: (https://youtu.be/O4Vw7QwIpl8) Character Creation
If you see any issues or bugs please report them here.
Transbot9
March 2nd, 2022, 00:05
How broken are 5e monsters? Asking because I am considering getting Kobold Press's Bundle of Beasts.
Zacchaeus
March 2nd, 2022, 00:16
I don’t understand the question. What has the purchase of a kobold press module got to do with Level Up?
Transbot9
March 2nd, 2022, 00:18
Sorry, I'm bought Level Up, so I was just wondering how broke 5e monsters in general are if, say, I were to load either the 5e Monster Manual or a kobold press module.
Zacchaeus
March 2nd, 2022, 01:04
Nothing is broken.
Level up changes many of the 5e mechanics and introduces new ones. The monsters in Level Up are the same as in 5e along with many new ones, but almost everything is revised or changed. This includes stats, hit points, AC, resistances and abilities. Monsters from Level Up’s Monstrous Menagerie are completely different from the normal 5e monsters found in the 5e monster manual. However you can still use monsters from any other module in Level Up. You may have to maybe beef some of them up a bit since I suspect PC’s will be a bit more powerful in Level Up since they have a lot more abilities than they do in 5e.
My comment above is more directed at character creation. I don’t think that you could play with a mixed party of characters some being created under the 5e rules and some being created under the level up rules. The expertise mechanic alone probably throws that rather askew as well as the completely different way Level Up handles race and background.
Valacar
March 2nd, 2022, 12:51
But if you are creating a 5e campaign, the level up would show in the module load window if you wanted to have it as options for players along with the WoTC sources?
Zacchaeus
March 2nd, 2022, 14:28
If you have enabled the extension, yes.
If you haven't enabled the extension and have not changed the default sharing value of the Campaign Guide players will be able to select it and load it from module activation but a lot of stuff won't work.
So you will need to load the extension if you want players to have access to the level up adventure guide and be able to create characters.
Rhuarc
March 2nd, 2022, 16:23
If you create a new Adept, the skill selection gives you a strange combined skill between Religion and Stealth:
51741 51742
Zacchaeus
March 2nd, 2022, 17:26
A missing comma is to blame. I'll get that fixed.
Luis Castro
March 3rd, 2022, 03:15
Hi! Kudos on releasing Level Up for FG! It was a nice post-holiday (in my country) surprise. Thank you very much!
One thing I noted in the Destiny section, the "Chaos" Destiny is spelled as "Choas", my OCD couldn't let that slip LOL. For any other hiccup, I'll be on the lookout! Thanks!
Zacchaeus
March 3rd, 2022, 09:53
Well spotted; I'll get that fixed in time for next week's updates.
ZelieDad
March 3rd, 2022, 13:54
I'm interested in picking these up, but even though they say they are 5e compatible, I can't just drop them into either of my current 5e campaigns. Is this correct? What about starting from a brand new campaign, but with loading the WOTC sources as well. Or are these a completely separate ruleset, that is just based on 5e DnD?
Zacchaeus
March 3rd, 2022, 17:27
It isn't a separate ruleset; but there is an extension which allows many of the features in Advanced 5e to work. So you can drop it into an existing campaign as long as you enable the extension.
See the videos in the first post to get an idea of the differences.
Samzagas
March 4th, 2022, 14:41
I've been checking the system and I really like it, but I have a question. How do you roll the expertise die?
Axeking
March 4th, 2022, 15:39
SW really needs to clearly mark LU content as seperate from normal 5E. Especially on the Steam pages. It should appear under its own heading/list rahter than co-mingled with standard 5e stuff...
On steam it currently shows as "5E compatible" when it isn't really. It's just derived from the 5e ruleset.
Same thing should be done with any of the other sets that are derived from a base. You don't see 5E posted as a core system, even though it is derived from it...
Removes confusion, and avoids upset customers.
gamemasterbob
March 4th, 2022, 16:39
I’m so pleased that LEVEL UP is part of fantasy grounds now. In character creation I noticed something that needs to be fixed.
When creating a fighter character and I attempted to add combat Maneuvers there was no way to drag and drop the particular choices. The link lead me to the reference document which of course the text is not selectable. So it looks like each maneuver needs to be made into a draggable choice like an item to be brought into the character. I have to say that I did invest $60 in both the adventure and monsters book and this seems like an obvious omission. I hope there’s a plan to bring this in because otherwise making the character would be a manual painstaking process. I buy these digital versions so that this character creation is more automated.
If I missed something and there is indeed some way to do what I’m saying then please let me know.
Enjoying LEVEL UP except of course for this so far.
Zacchaeus
March 4th, 2022, 17:42
I’m so pleased that LEVEL UP is part of fantasy grounds now. In character creation I noticed something that needs to be fixed.
When creating a fighter character and I attempted to add combat Maneuvers there was no way to drag and drop the particular choices. The link lead me to the reference document which of course the text is not selectable. So it looks like each maneuver needs to be made into a draggable choice like an item to be brought into the character. I have to say that I did invest $60 in both the adventure and monsters book and this seems like an obvious omission. I hope there’s a plan to bring this in because otherwise making the character would be a manual painstaking process. I buy these digital versions so that this character creation is more automated.
If I missed something and there is indeed some way to do what I’m saying then please let me know.
Enjoying LEVEL UP except of course for this so far.
Watch the videos in the first post :)
Everything that is a choice (not just combat manoeuvres, but fighting styles, class features etc etc) are either in feats or they are zero level abilities which are linked to the abilities themselves. So for Combat manoeuvres click on Feats in the right hand bar and then use the filters to filter the degree/tradition that you want and then drag that into the abilities tab. For soldiering Knacks either open the ability in the abilities tab and then drag the links of your choice into the abilities tab or use the 'Type' filter in feats to filter Soldiering Knacks.
gamemasterbob
March 4th, 2022, 21:20
Great. Thanks.
I never thought to check "FEATS" because I wasn't looking for feats. This is not intuitive. However, I was sure I could get the answer here and I did.
Designers seem to rely on the user technical ability/intuition. In this case, the solution, in my opinion, would have to be accidental discovery, or, hit the forum.
I will remember this for future confusions.
Thanks so much again.
This forum rocks.
DEVs may consider changing the FEATS button to "Feats and Abilities" when needed.
Zacchaeus
March 4th, 2022, 21:57
Great. Thanks.
I never thought to check "FEATS" because I wasn't looking for feats. This is not intuitive. However, I was sure I could get the answer here and I did.
Designers seem to rely on the user technical ability/intuition. In this case, the solution, in my opinion, would have to be accidental discovery, or, hit the forum.
I will remember this for future confusions.
Thanks so much again.
This forum rocks.
DEVs may consider changing the FEATS button to "Feats and Abilities" when needed.
How intuitive it is probably depends on the rulesets you have used. PF1 and PF2 use feats extensively for this kind of thing. But as noted above I made the videos specifically so that people could get an introduction into where everything is.
Lasarion
March 7th, 2022, 01:19
Edit: After reading many of the comments on this I have come to realize one major thing. Just watch the video.
Zacchaeus
March 7th, 2022, 08:44
I've been checking the system and I really like it, but I have a question. How do you roll the expertise die?
Sorry I missed your post but I guess you have figured it out by now. Otherwise watch the videos in the first post. Expertise dice buttons are in the modifiers box and you can create effects as well - see the effects button for exmples of those.
Robyn1xp
March 17th, 2022, 02:10
I'm so happy to see Level Up come to Fantasy Grounds!
I ran an update today for FGU, and since then, the Level Up extension throws an error when opening PC sheets. No big deal, nothing seems to be impacted as far as I can tell, so far. Just thought I'd share the error. No other exts are loaded.
52024
-Robyn Nix
Zacchaeus
March 17th, 2022, 10:26
Thanks for the report. I can reproduce; I'll pass it on to the appropriate person to have a look.
FirstFrost
March 20th, 2022, 07:13
I am also so glad to see the Level Up (A5E) books brought into Fantasy Grounds!
I've come across a few issues with the Adventurer's Guide:
1) When I open the Effects window, I do not see a button for the "Bloodied" Condition, which is described in Appendix: A on page 616 of the AG PDF. Curiously, I do see Conditions buttons for "Cursed", "Intoxicated", "Stable", and "Turned", which are useful but I'm not sure where those are coming from, when the only modules I have loaded are the two Level Up books and their associated extension.
2) This is quite trivial, but the Herbalism Kit Item has been given a 'Type' typo of "KIts" instead of "Kits", which puts another Item Type of "KIts" in the Items window 'Type' filter drop-down list.
3) It's totally nit-picky of me, but in the Modules window, the Adventurer's Guide is in a category labeled "Core Rules", but the Monstrous Menagerie is in the category labeled "Core". Seems like the MM ought to be in with the AG in "Core Rules". That's how the WotC D&D Player's Handbook, D&D Monster Manual, and D&D Dungeon Master's Guide are sorted. Actually, I think it would make more sense to put the Level Up Advanced 5e content into its own eponymous category, as I expect and hope there will be much more content for this A5E ruleset/enhancement coming down the pike in the future.
Isn't there some kind of naming convention or guideline that is supposed to be followed when creating modules for Fantasy Grounds that suggests what category names are and what type of module should be included in a particular category?
For the most part I do see a reasonable pattern with module category naming but there are some that break out of that. Just bugs my tiny mind a little (you know, that place where the consistency hobgoblins hang out). Usually with categories that are labeled as both singular and plural, e.g., sometimes WotC Adventure books will have their module placed in the "Adventure" category, and others will be placed under an "Adventures" label. Similar with some things sorted into "Supplements" and others into "Supplement". Or "Maps" and "Map Packs". Then you have "Source Book" for some of the Eberron RftLW content.
Zacchaeus
March 20th, 2022, 10:53
The Level up extension just adds to the existing 5e ruleset and the conditions you mentioned are in the conditions for 5e (and they are also used in level up). The extension adds in the new conditions specific to Level Up. The bloodied condition is also available in the 5e ruleset and in the level up one but it's not a condition which has any mechanical significance - that is unlike Rattled or Confused nothing automatically happens when a creature is bloodied. So bloodied wasn't added as a condition. As I say it's already there anyway - see the effects wiki for details on all the 5e conditions https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation#Conditions
I noticed myself that the MM was down as Core and I fixed it last week; however the updated module won't be released until Tuesday.
I'll add the typo to my fix list.
Rhuarc
March 24th, 2022, 21:10
Quick question: In one of my running campaigns I loaded the extension to see how it was implemented and play around with a bit. Thing is, I have deactivated the extension since a while already, but the changes added by Level Up are still in there. Is it that, once you have loaded the extension once, the entire campaign is being converted and you can revert back to the normal rule set?
Thanks!
Zacchaeus
March 24th, 2022, 22:46
What changes are you talking about?
Some things, like if you add stuff to a character will remain since they're just links.
FirstFrost
March 24th, 2022, 23:03
The Level up extension just adds to the existing 5e ruleset and the conditions you mentioned are in the conditions for 5e (and they are also used in level up). The extension adds in the new conditions specific to Level Up. The bloodied condition is also available in the 5e ruleset and in the level up one but it's not a condition which has any mechanical significance - that is unlike Rattled or Confused nothing automatically happens when a creature is bloodied. So bloodied wasn't added as a condition. As I say it's already there anyway - see the effects wiki for details on all the 5e conditions https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation#Conditions
Ah, I see. Did not realize there were conditions baked into the 5e ruleset as you described.
Regarding the Bloodied condition in Level Up A5E, there are some circumstances called out for a number of the monsters in the Monstrous Menagerie where new actions or abilities become active or available only while Bloodied, and only one that I found that was available for the 'While Not Bloodied' condition (the Djinni's Giant Form bonus action). The authors of the book do write on page 5 that, "There are no rules associated with being bloodied, but other game elements may interact with it.", so I might be inclined to create a custom Bloodied condition that could be checked with some automation that would notify the Narrator that those extra abilities can be activated and maybe prevent them from being taken until the monster has that condition. Though it probably will be enough for me to see that the Wnd box value on the Combat Tracker has shifted color from yellow to orange and just be aware, as a good GM oughta be, of what the monster can do.
Also, looks like that Herbalism "KIts" typo is still there...
Rhuarc
March 25th, 2022, 01:26
What changes are you talking about?
For example: Expertise conditions, new skills in character sheets, automatic additions to the character during level up which are tied to Level Up, LU-specific spells, etc. Pretty much everything is as if I had the extension still selected during the loading of the campaign.
Zacchaeus
March 25th, 2022, 10:16
For example: Expertise conditions, new skills in character sheets, automatic additions to the character during level up which are tied to Level Up, LU-specific spells, etc. Pretty much everything is as if I had the extension still selected during the loading of the campaign.
Yes, as I say if you created characters then stuff will hang around because mostly those kinds of things are copies. So if you add a spell you get a copy of the spell; if you selected one of the new skills then that will be added to the character sheet. Removing the extension doesn't remove those copied items because they are just copies with no reference to where they came from or how they got there.
Zacchaeus
March 25th, 2022, 10:18
Ah, I see. Did not realize there were conditions baked into the 5e ruleset as you described.
Regarding the Bloodied condition in Level Up A5E, there are some circumstances called out for a number of the monsters in the Monstrous Menagerie where new actions or abilities become active or available only while Bloodied, and only one that I found that was available for the 'While Not Bloodied' condition (the Djinni's Giant Form bonus action). The authors of the book do write on page 5 that, "There are no rules associated with being bloodied, but other game elements may interact with it.", so I might be inclined to create a custom Bloodied condition that could be checked with some automation that would notify the Narrator that those extra abilities can be activated and maybe prevent them from being taken until the monster has that condition. Though it probably will be enough for me to see that the Wnd box value on the Combat Tracker has shifted color from yellow to orange and just be aware, as a good GM oughta be, of what the monster can do.
Also, looks like that Herbalism "KIts" typo is still there...
I'll mention it to the extension author to see what we can do.
I haven't fixed the typo yet. It's not worth updating a whole module for one typo.
Rhuarc
March 25th, 2022, 11:49
Yes, as I say if you created characters then stuff will hang around because mostly those kinds of things are copies. So if you add a spell you get a copy of the spell; if you selected one of the new skills then that will be added to the character sheet. Removing the extension doesn't remove those copied items because they are just copies with no reference to where they came from or how they got there.
Sure, I get that things added while the extension was loaded are still there, and thanks for clarifying this. But here is the strange part for my example: Yesterday my players got a new level and (without the LU extension being enabled/loaded) when they perform the FG steps to have the new class features added to their sheet, LU-specific features are added as well, as if the extension was still in effect. It seems, now that I had the extension loaded once, the entire campaign is permanently under its effect even when not active.
Zacchaeus
March 25th, 2022, 13:06
Sure, I get that things added while the extension was loaded are still there, and thanks for clarifying this. But here is the strange part for my example: Yesterday my players got a new level and (without the LU extension being enabled/loaded) when they perform the FG steps to have the new class features added to their sheet, LU-specific features are added as well, as if the extension was still in effect. It seems, now that I had the extension loaded once, the entire campaign is permanently under its effect even when not active.
You need to appreciate what the extension does and what the modules do. The extension adds and/or changes some mechanics like adding the new cultures, backgrounds etc and the technical aspects of that (adding pop ups when required etc). The module on the other hand contains data. So if the module is open FGU will look at that module as it would for any other open module. If you built a character using the Level Up Adventure Guide then when you level up it will look for the next level in the Adventure guide and it will also look at any other open book for archetypes should that be necessary. I don't know exactly what you have done here but it does sound like you have added things into a 5e campaign that you don't want. Although Level Up is compatible with 5e it is sufficiently different as far as creating characters are concerned that I suggest you don't try and mix that up. You can create level up characters and play a 5e adventure for example. But I would not have say the Players Handbook or any of the other WotC books open if you want to create a Level up character.
leozelig
March 25th, 2022, 13:08
I'll mention it to the extension author to see what we can do.
Easy enough to add 'Bloodied' to the list of conditions. I can look at the monsters with abilities tied to this condition and see what kind of additional automation is possible. Otherwise, I believe I can make the bloodied condition apply when wounds > 0.5*max hp.
Rhuarc
March 25th, 2022, 14:42
You need to appreciate what the extension does and what the modules do. The extension adds and/or changes some mechanics like adding the new cultures, backgrounds etc and the technical aspects of that (adding pop ups when required etc). The module on the other hand contains data. So if the module is open FGU will look at that module as it would for any other open module.
Thanks, there lay my confusion. I had the module still loaded, something I thought wasn't possible if I didn't have the extension active as well. But the two are obviously different things and not connected. Thanks again!
kevdog45
April 3rd, 2022, 05:53
I noticed when creating a fighter with the Human heritage and Imperial culture that Fast Learner and Learned Teachers don't provide a pop up to the pick the skills you get with each of these. History is also not put in automatically when the Imperial culture is chosen. Also, I noticed that with the Cleric class the only Archtype visible at the bottom of the Main tab is Healer. The other archtypes are in the Other tab but shouldn't they be on the main as well? I'm wondering if other heritages and cultures have similar issues. The ones I pointed out aren't killers but since they are choices I would think those choices would pop up when picking either the Heritage or Culture.
Zacchaeus
April 3rd, 2022, 09:50
The human heritage one just needs the wording slightly altered to make it work; I'm not sure that we test cultures for skill choices. There's so many places where such choices can be made it's hard to test them all. It works for single skills but I'll need to check with the extension author as to whether cultures are being checked for skill pop ups. The Cleric should have all the archetypes linked at the bottom. These are just links which I missed doing and doesn't stop the archetype choices or have any other effect.
I'll update the module once I've consulted with the extension author.
leozelig
April 3rd, 2022, 11:18
I noticed when creating a fighter with the Human heritage and Imperial culture that Fast Learner and Learned Teachers don't provide a pop up to the pick the skills you get with each of these. History is also not put in automatically when the Imperial culture is chosen. Also, I noticed that with the Cleric class the only Archtype visible at the bottom of the Main tab is Healer. The other archtypes are in the Other tab but shouldn't they be on the main as well? I'm wondering if other heritages and cultures have similar issues. The ones I pointed out aren't killers but since they are choices I would think those choices would pop up when picking either the Heritage or Culture.
I will update the extension so it checks cultures for skill choices and adds History automatically for the Imperial culture.
kevdog45
April 3rd, 2022, 16:24
I will update the extension so it checks cultures for skill choices and adds History automatically for the Imperial culture.
Thank you both. I'm enjoying the module and will continue to report if I see things where updates are needed.
kevdog45
April 4th, 2022, 15:04
I've done a few more characters and noticed that the same types of issues I mentioned are happening for other classes too. The combat tracker appears to be working fine and conditons and effects also seem to be working fine so that is good.
Zacchaeus
April 4th, 2022, 19:49
I've done a few more characters and noticed that the same types of issues I mentioned are happening for other classes too. The combat tracker appears to be working fine and conditons and effects also seem to be working fine so that is good.
What issues are you seeing for classes? You mean the archetypes aren't linked?
leozelig
April 4th, 2022, 21:10
I fixed the skills parsing for the Fast Learner heritage trait and the Imperial cultural trait. Fast Learner should trigger a pop up window to select 1 skill proficiency, and Learned Teachers should give you proficiency in History and trigger a pop up window to select 1 other. Please note that these changes will not address the missing archetype links, which are lower priority.
kevdog45
April 5th, 2022, 16:50
What issues are you seeing for classes? You mean the archetypes aren't linked?
Hi, the problems I see are pretty much fixed in the heritage, culture, backgrounds and class selections and that is module wide. I mean for just about every heritage, culture, background and class.
Pop-up choices are not coming up and certain skills are not populating. For example, with berserker as soon as you pick it you get battle defense as part of the class. Battle defense has a choice to make, do you want Juggernaut or Rugged Defense? That choice does not appear. You have to manually go in and pick it. Secondly, I don't remember Rage populating as a class feature but I could be wrong about that.
I could report here every time I create a character and point out what I see but its happened at one point or another with every character I have made and most of the issues occur when picking the four aspects of the character. Again most of this can be fixed manually but choices and skill selections normally pop up on most of the Wizards mods. Sorry I can't be more help.
One last thing, the only time I remember not seeing Archtypes at the bottom of the class descriptions occurred with the Cleric. I think I have seen them in the other classes.
Zacchaeus
April 5th, 2022, 17:37
You aren't going to get choice pop ups for anything other than skill choices, ability score choices, and archetypes. Everything else you'll need to choose from the links in the description of the ability. So, in your Berserker example, at 1st level you'll need to open up the Battle Defense ability and drag in the one that you want to pick. The same goes for Developed Talent. Rage gets added into your abilities tab and there's no choices to make at level 1. Later on you'll get Rage again at level 3 when the number of times you can rage increases by 1.
So in short if you are seeing a skill proficiency or choice not being added, or an ability score choice not popping up or an archetype choice not popping up then please report it. Otherwise everything else is a manual choice from the available links in the ability.
kevdog45
April 5th, 2022, 17:40
You aren't going to get choice pop ups for anything other than skill choices, ability score choices, and archetypes. Everything else you'll need to choose from the links in the description of the ability. So, in your Berserker example, at 1st level you'll need to open up the Battle Defense ability and drag in the one that you want to pick. The same goes for Developed Talent. Rage gets added into your abilities tab and there's no choices to make at level 1. Later on you'll get Rage again at level 3 when the number of times you can rage increases by 1.
So in short if you are seeing a skill proficiency or choice not being added, or an ability score choice not popping up or an archetype choice not popping up then please report it. Otherwise everything else is a manual choice from the available links in the ability.
Ok, will do.
gamemasterbob
April 9th, 2022, 19:35
I searched the thread and did NOT see this question. So here it is
Will Destiny be added to the Character sheet?
You could put BACKGROUND to the right of Class & Level - both on the same line. Plenty of room.
Below that put Heritage where Background is and put Destiny where Heritage is. Nice.
The details of Destiny can be stored in Features.
Complete Origin on the first page. Cool
My thoughts. Happy gaming. Peace.
Bob
leozelig
April 9th, 2022, 21:04
I searched the thread and did NOT see this question. So here it is
Will Destiny be added to the Character sheet?
You could put BACKGROUND to the right of Class & Level - both on the same line. Plenty of room.
Below that put Heritage where Background is and put Destiny where Heritage is. Nice.
The details of Destiny can be stored in Features.
Complete Origin on the first page. Cool
My thoughts. Happy gaming. Peace.
Bob
Hi Bob,
Thanks for the suggestion. Destiny currently lives on the Notes tab. Personality, Bonds, and Flaws do not exist in Level Up so we had some open space there, and we felt that Destiny was of a similar flavor to those fields. When you drag a destiny to the Notes tab, the inspiration feature will automatically add to the features list (Abilities tab).
Zacchaeus
April 9th, 2022, 21:36
Also see the videos linked in the first post in this thread.
gamemasterbob
April 9th, 2022, 22:48
Hi Bob,
Thanks for the suggestion. Destiny currently lives on the Notes tab. Personality, Bonds, and Flaws do not exist in Level Up so we had some open space there, and we felt that Destiny was of a similar flavor to those fields. When you drag a destiny to the Notes tab, the inspiration feature will automatically add to the features list (Abilities tab).
Thanks for the prompt reply.
claedawg
April 9th, 2022, 23:15
Just an FYI about a compatibility issue with Mad Nomad's Character Sheet Tweaks. So far, the only issue I've had using both the A5E and Mad Nomad's Character Sheet extensions is with Heritages and Cultures. It does not allow you to add the Culture after adding the Heritage. A request for an update has been entered on his page. It needs 5 upvotes for him to even look at it (according to a note on the page). Not sure if it is ok enter a link so if anyone wants a link to his page just message me (or if the op gives permission I will post it later).
Zacchaeus
April 10th, 2022, 08:22
I don't know what that extension does but I assume it changes things on the character sheet; which obviously the Level up extension does as well. Therefore I don't think I'd be using an extension like that with Level Up since you'll almost certainly get conflicts. The author of the extension is most likely not going to be able to fix anything since the Level Up extension is inaccessible.
claedawg
April 10th, 2022, 11:01
Thanks for the reply. I mostly use character sheet extension for the Journal tab it adds. Some great functionality for players to make their own notes and share story links (which can have more links, like PC usable NPC stat blocks).
TomtheBu
April 22nd, 2022, 20:59
Hi, starting a long rest to recover lost hit dice or regaining spell slots etc. from the CT or from a character sheet throws up following error:
Script execution error: [string "scripts/manager_power_A5E.lua"]:67: 'for' limit must be a number.
I testet in a newly created campaign with just the "level up advanced 5th edition" extension and the adventurerīs guide module loaded. I guess itīs due to the extension because without it, the long rest works as expected.
p.s thank you for the great work on 5E and A5E so far! Is there an estimated date for the trials & treasures module for FG?
leozelig
April 22nd, 2022, 21:09
Thank you for the report, TomtheBu. I will get that patched up!
Zacchaeus
April 22nd, 2022, 21:20
p.s thank you for the great work on 5E and A5E so far! Is there an estimated date for the trials & treasures module for FG?
It's been finished for some time; I imagine it's still going through QA.
TomtheBu
April 23rd, 2022, 16:29
Thank you for the report, TomtheBu. I will get that patched up!
Hi Leozelig, thank you very much for the super fast response and support!
In my tests, I found another bug. When you roll a skill roll from a NPC Sheet following error throws up:
Script execution error: [string "scripts/manager_action_skill_A5E.lua"]:24: bad argument #1 to 'ipairs' (table expected, got nil)
TomtheBu
April 23rd, 2022, 16:32
It's been finished for some time; I imagine it's still going through QA.
Thank you Zacchaeus, I thought something like that :)
TomtheBu
April 24th, 2022, 13:38
Hi Leozelig, thank you very much for the super fast response and support!
In my tests, I found another bug. When you roll a skill roll from a NPC Sheet following error throws up:
Script execution error: [string "scripts/manager_action_skill_A5E.lua"]:24: bad argument #1 to 'ipairs' (table expected, got nil)
Hi Leozelig, after further investigation, I found out that the extension Friend Zone for 5E was responsible for the NPC Skill error in A5E. Is it maybe possible to adjust the A5E Extension to work with the Friend Zone extension?
Thanks in advance :)
leozelig
April 24th, 2022, 21:40
Hi Leozelig, after further investigation, I found out that the extension Friend Zone for 5E was responsible for the NPC Skill error in A5E. Is it maybe possible to adjust the A5E Extension to work with the Friend Zone extension?
Thanks in advance :)
I will see if I can pin down the problem and adjust the code to be compatible with that extension. I have an idea what's going on, and I think I can make it work.
leozelig
April 24th, 2022, 22:18
I *think* I have those two issues covered. I submitted the update, which you should see on the Live channel the following Tuesday (May 3).
TomtheBu
April 25th, 2022, 20:20
This sounds very promising :) Thank you very much for the troubleshooting and the support on these issues.
TomtheBu
May 3rd, 2022, 21:39
Update of the extension is live and both issues are gone. You had the right idea! Thank you very much :)
leozelig
May 3rd, 2022, 22:46
Update of the extension is live and both issues are gone. You had the right idea! Thank you very much :)
Excellent! Thanks for your input and patience ;)
loupdunoi
May 17th, 2022, 20:47
Hi,
I didn't see in the video, does this support mixed Heritage characters. In the book, you can make a (for example) half elf by starting with human Heritage and then selecting a Gift from Elf. Is this possible in this module?
claedawg
May 17th, 2022, 21:05
Hi,
I didn't see in the video, does this support mixed Heritage characters. In the book, you can make a (for example) half elf by starting with human Heritage and then selecting a Gift from Elf. Is this possible in this module?
It does. First drag the heritage to the background slot and the the background. If you are using mad nomad's character sheet extension this will not work.
loupdunoi
May 18th, 2022, 10:25
It does. First drag the heritage to the background slot and the the background. If you are using mad nomad's character sheet extension this will not work.
Hi not sure if your response got cut off - do you nean you can drag Gifts from other Heritages into the background page?
Unrelated, but how robust is customization? I have the gate pass gazette and one of my players has the Artificer from there. I've also put together a custom archetype for another player. Could i put these in for my personal use? Are there any guides on customization? EDIT: I found my answer to this elsewhere. It's for normal D&D but I imagine the same principle tracks.
claedawg
May 18th, 2022, 10:55
Hi not sure if tour response got cut off - do you nean you can drag Gifts from other Heritages into the background page?
Unrelated, but how robust is customization? I have the gate pass gazette and one of my players has the Artificer from there. I've also put together a custom archetype for another player. Could i put these in for my personal use? Are there any guides on customization?
Sorry, I was at work when I responded and did not have the book or FGU available. Races and Backgrounds from other D&D sources are not compatible. Heritage replaces Race from normal 5E, you may only choose one. Culture and Background are both placed in the Background slot of the character sheet, you choose one of each. I'm not sure what you mean by "Gifts" but if you are attempting to give a character features from multiple Heritages you would need to create a custom Heritage. Should work the same as creating a custom race in normal 5E, but I've not tried creating any custom content for Level Up yet.
EDIT: I see the Gifts now from Heritages, lol. You would need to create a custom Heritage to have gifts from different multiple Heritages as written. You could, in theory, drag a gift from another Heritage to the Abilities tab of the character sheet.
leozelig
May 18th, 2022, 11:37
I think gifts are chosen from a pop-up selection window after you choose your heritage, but you should be able to delete that and drag a different one to the Abilities tab from another heritage record.
Zacchaeus
May 18th, 2022, 14:22
As noted, just drag in the gift you want from whatever Hertiage you want and delete the one you chose from the pop up.
loupdunoi
May 18th, 2022, 17:57
As noted, just drag in the gift you want from whatever Hertiage you want and delete the one you chose from the pop up.
Excellent. Many thanks!
leozelig
May 24th, 2022, 14:29
With permission from Smiteworks, I have created a github repository for the extension files here (https://github.com/bwgibs/level-up-extension) to help other developers resolve compatibility issues.
Reynard203
May 26th, 2022, 03:02
A small thing but I was filtering for dragons (in NPCs, obvs) and neither Adult nor Ancient dragons show up if you filter type by dragons. They do show up if you just search term "adult" or "ancient" without a type chosen. Since I was only looking for dragons I don't know if this is a more extensive problem.
Zacchaeus
May 26th, 2022, 09:03
You need to filter on "Legendary" in order to see Adult or Ancient dragons (or any other legendary creature). This concept of legendary creatures (as opposed to creatures with a legendary trait) was introduced in A5e. Unfortunately the filter doesn't pick up beyond the first word of the creature type so it isn't possible to filter such dragons into the dragons list.
leozelig
May 26th, 2022, 11:08
I can look at that. I’m sure that can be fixed with the extension.
leozelig
May 26th, 2022, 16:35
I submitted an update with improved filtering of NPCs by Type. As you can see in the screenshot, the dragon filter recognizes all dragons (even the legendary ones). You can also search for more generalized types, like swarms, siege weapons, or elite NPCs. Basically, if it's in the type description, you can filter for it.
52950
the7ruth
May 26th, 2022, 23:47
Not sure if this is the place to talk about issues I've found with some things. However, the ability "rallying surge" for the Marshall class uses the text for "Commanding Presence". Can't change it manually because the ability is read only so I needed to just create an entirely new ability.
Zacchaeus
May 27th, 2022, 07:29
Not sure if this is the place to talk about issues I've found with some things. However, the ability "rallying surge" for the Marshall class uses the text for "Commanding Presence". Can't change it manually because the ability is read only so I needed to just create an entirely new ability.
Thanks for the report; I'll get that fixed for next Tuesday's update (hopefully).
TomtheBu
May 28th, 2022, 13:01
The spells charm person and thunderwave have a wrong spell level in the linked record entries. Both should be level 1 but charm person is level 4 and thunderwave is level 2.
Zacchaeus
May 28th, 2022, 18:40
So they are. I'll take a note to fix that.
TomtheBu
May 29th, 2022, 14:22
So they are. I'll take a note to fix that.
Thank you, I noticed it by converting an old level 4 5E druid into A5E.
TomtheBu
May 29th, 2022, 14:33
And another little thing I noticed by testing some of the custom effects.
The effect string FATIGUE:1 already triggers disadvantages on Str, Dex and Con Checks instead of FATIGUE:2
The other Fatigue and Strife effects work as expected.
Zacchaeus
May 29th, 2022, 14:44
Hmm, so it does. I'll get leozelig to have a look at that.
TomtheBu
May 29th, 2022, 15:38
Thank you very much again for the very fast response and the great support @Zacchaeus and @Leozelig
TomtheBu
May 29th, 2022, 18:44
I have another question regarding fatigue/strife.
Does the disadvantage on ability checks (when having 1 or more strife or 2 and more fatigue) also effect the related skill rolls? The fatigue and strife tables arenīt very precise about this.
If yes, the effect strings FATIGUE and STRIFE doesnīt recognize this.
Thanks in Advance :)
Zacchaeus
May 29th, 2022, 19:04
I think you have a point. A check is any roll of a 20 sided dice related to the ability. So anything which affects strength would also affect related skills, and indeed attack rolls based on strength.
TomtheBu
May 29th, 2022, 23:12
Thank you for clarification. That's how I understood it as well. But the fatigue table makes a difference between fatigue level 2 disadvantage on ability checks (and most likely skill checks) and disadvantage on attack rolls and saving throws having 4 fatigue levels.
Is it maybe possible to change the custom fatigue and strife effects to include disadvantage on skill checks as well? Because the effect just includes disadvantage on rolled ability checks and attack rolls at the moment.
LordEntrails
May 29th, 2022, 23:25
It might be a good idea to ponder A5E rules questions on the ENWorld A5E forum since they are the publishers of the rules. Maybe it has already been discussed there?
https://www.enworld.org/forums/level-up-advanced-5th-edition-a5e.697/
leozelig
May 30th, 2022, 11:16
It might be a good idea to ponder A5E rules questions on the ENWorld A5E forum since they are the publishers of the rules. Maybe it has already been discussed there?
https://www.enworld.org/forums/level-up-advanced-5th-edition-a5e.697/
Agree. Personally, I don't interpret "disadvantage on <ability> checks" to mean anything other than ability checks. My rationale is that fatigue and strife are modeled after exhaustion. So, while exhaustion applies to all ability checks, fatigue specifically represents physical exhaustion, and strife is mental exhaustion. A recurring theme in Level Up is expanding the 5E rules into finer levels of detail.
I submitted a fix for fatigue level 2 applying at level 1.
TomtheBu
May 30th, 2022, 17:16
Hi Leozelig, I understand your point. In 5E I was used to play with the "Exhausted Extension" and it uses the disadvantages on ability and skill checks. But itīs absolutley ok for me, if the level up extension works in a different way. Thank you for fixing the effect string and also thank you to LordEntrails for the forum tip :)
leozelig
May 30th, 2022, 20:40
Hi Leozelig, I understand your point. In 5E I was used to play with the "Exhausted Extension" and it uses the disadvantages on ability and skill checks. But itīs absolutley ok for me, if the level up extension works in a different way. Thank you for fixing the effect string and also thank you to LordEntrails for the forum tip :)
Post again if you find that most people interpret the rule that way. I can add it with minimal effort.
leozelig
May 31st, 2022, 13:19
I was just looking at the script for 5E skill checks, and it looks like it applies ability check bonuses to skill checks that use the same ability. That makes me think that TomtheBu is right about fatigue and strife applying to those as well. I can add this to the next update if there are no objections.
Zacchaeus
May 31st, 2022, 16:29
I think this is correct; I don't think A5e changes that rule - it's worded similarly to the 5e rule, so I think the intention is that it should affect skill checks based on the ability score affected.
Symmetros
June 11th, 2022, 21:26
My understanding was that EN Publishing licensed SmiteWorks to create the A5E extension and modules. Are there any plans to bring Memories of Holdenshire adventure or any of the Gate Pass Gazette material to FGU?
Zacchaeus
June 11th, 2022, 21:41
The adventure was done some time ago and if I understand correctly it will be released later this month. I don't know about anything else; everything I got from EN Publishing has been developed.
aidan8et
June 18th, 2022, 18:07
Just as a small bug, I noticed to today that skills are no longer referencing from the character sheets. Selecting Culture or Engineering spits out the chat error:
Unable to open window using wildcard link, because no module containing that link is open. Check your active Library modules.
I double-checked that I didn't accidentally unload it & even started a new table just in case to confirm. It seems to cause the same error with other skills unless I have to core PHB loaded, in which case it simply references the PHB entry.
Zacchaeus
June 18th, 2022, 18:44
Ah, yeah. I forgot to paste the skills back in after the last update. I'll get that fixed.
1bartley
June 27th, 2022, 23:36
i didn't see it expressly confirmed, but can the Level Up/a5e Monstrous Menagerie be used in base 5e campaigns without purchasing the a5e Adventurer's Guide also? Does it require any other extensions outside of the base 5e ones?
i'm not referring to any balance/new mechanics aspect of the differences between a5e and base 5e as i'm already aware of those, just wondering if things from there can be used in an existing 5e campaign encounter as another monster book similar to Tome of Beasts etc and if all the basic skills/attacks/spells/etc will function correctly.
leozelig
June 28th, 2022, 00:52
i didn't see it expressly confirmed, but can the Level Up/a5e Monstrous Menagerie be used in base 5e campaigns without purchasing the a5e Adventurer's Guide also? Does it require any other extensions outside of the base 5e ones?
i'm not referring to any balance/new mechanics aspect of the differences between a5e and base 5e as i'm already aware of those, just wondering if things from there can be used in an existing 5e campaign encounter as another monster book similar to Tome of Beasts etc and if all the basic skills/attacks/spells/etc will function correctly.
Hi 1bartley,
Good question. Each A5E product should come with the Level Up extension, so you don’t need to purchase the Adventurer’s Guide.
The A5E monsters have a couple extra fields, but I think they are fine for a 5E game. PCs are a different story - the fields and mechanics don’t play nearly as well together. I don’t recall if the A5E modules are visible without the extension running, but you can always pull the A5E monsters into your campaign with the extension running and then disable it to run your 5E game. The extension will change the char sheets to A5E, which of course you don’t want if you’re only using the monsters.
Zacchaeus
June 28th, 2022, 09:36
As leozelig says, essentially yes. You don't need any other of the Advanced 5e stuff and you don't need the extension to use the monsters. The only thing I remember in the monsters that won't work without the extension is the extra dice some have for their skill rolls. But without the extension those extra dice are just ignored.
the7ruth
July 13th, 2022, 15:28
Having an issue that started last night and only happens with the extension enabled.
Any time I add an NPC to the combat tracker, the size of the NPC is increased to 20. So when I place them on the map, they take up a 4x4 square instead of a single square. Happens with custom NPCs, LevelUp Monster Menagerie NPCs, 5E Monster Manual NPCs, etc. Gets a bit tiresome needing to readjust the size of every NPC whenever I add them to the combat tracker and it breaks set-up encounters.
Anyone else having this issue or is just a me problem? What can I do to fix this?
leozelig
July 13th, 2022, 17:10
Having an issue that started last night and only happens with the extension enabled.
Any time I add an NPC to the combat tracker, the size of the NPC is increased to 20. So when I place them on the map, they take up a 4x4 square instead of a single square. Happens with custom NPCs, LevelUp Monster Menagerie NPCs, 5E Monster Manual NPCs, etc. Gets a bit tiresome needing to readjust the size of every NPC whenever I add them to the combat tracker and it breaks set-up encounters.
Anyone else having this issue or is just a me problem? What can I do to fix this?
Thanks for the report, the7ruth. I will work on getting that fixed asap.
Valdorin
July 13th, 2022, 17:21
It's not just you The7ruth. Started having the token size issue today when I opened FG to work on a campaign using Advanced 5e. Tested all other extensions. It only happens with that one turned on.
leozelig
July 13th, 2022, 17:42
Can you guys pinpoint when you started having the token size issue? Was it working last week and now it’s not? I know JPG has been updating the 5E ruleset, so that might be why we are suddenly seeing a problem in such a basic feature.
the7ruth
July 13th, 2022, 18:29
Can you guys pinpoint when you started having the token size issue? Was it working last week and now its not? I know JPG has been updating the 5E ruleset, so that might be why we are suddenly seeing a problem in such a basic feature.
I was setting up maps and encounters for my session last Friday and the tokens were working fine. NPCs placed into the combat tracker were working and had the correct size. During my session last night (Tuesday) is when I first noticed the issue with NPCs turning into size 20 in the combat tracker.
I've been doing some testing with other tokens on my end to see if there is anything else I can report to hopefully help.
The issue only affects NPCs. Player Characters are not affected at all.
Tiny creatures come out as size 10.
Small creatures come out as size 15.
Medium creatures come out as size 20.
Large creatures come out as size 25.
Huge creatures come out as size 5.
Gargantuan creatures come out as size 5.
leozelig
July 13th, 2022, 18:49
Awesome, thanks! That actually helps a lot.
Valdorin
July 13th, 2022, 22:47
Can you guys pinpoint when you started having the token size issue? Was it working last week and now its not? I know JPG has been updating the 5E ruleset, so that might be why we are suddenly seeing a problem in such a basic feature.
The tokens worked for me yesterday while I was adjusting encounters in Dungeon of the Mad Mage. There was some kind of update when I turned on FG today. After that is when the token sizes were off. Not saying it was the update, that's just when it happened for me.
leozelig
July 13th, 2022, 23:10
Cool, thanks for the info. We got the team working on it, so I expect that it will be fixed soon!
Moon Wizard
July 14th, 2022, 00:47
I just pushed a hot fix that should address the combat tracker size issue. I'm still working with @leozelig on the character building changes needed. More to come.
Please run a Check for Updates to get the latest version.
Regards,
JPG
Moon Wizard
July 15th, 2022, 22:00
Ok, just pushed a hot fix to fix the character building drag and drop behaviors to work with the new 5E code.
Let us know if you find anything else.
Regards,
JPG
Valdorin
July 17th, 2022, 18:49
Using A5E extension is causing a lot of different errors. PCs can't attack NPCs it doesn't show the dice roll and an error window comes up with a ton of scrolling errors. They can attack other players without that happening, attacking themselves also causes the errors. Each time it shows different source books in the error, and a lot of icon errors from different sources. I tested all my extensions and A5E is the only one that causes this to happen. Running Dungeon of the mad mage if that matters.
Moon Wizard
July 17th, 2022, 18:57
If I can get a copy of the logs, I can attempt to help. I didn't write the 5E Level Up extension; but the 5E ruleset has been going through some changes in preparation for a Wizard of the Coast release next month.
Regards,
JPG
Moon Wizard
July 17th, 2022, 19:13
Also, I just pushed a hot fix for an issue with calculating AC in this extension for this product; so you might try running a new Check for Updates, and see if that fixes your issue. I'm not the DLC developer, but I wanted to try to get a fix out faster.
Regards,
JPG
leozelig
July 17th, 2022, 19:46
Thanks for the report Valdorin. I will see what this looks like for me. If you can copy the console error message and post it here, that will also help.
TomtheBu
July 17th, 2022, 20:52
Hi Leozelig,
the Level Up 5E extension OR the advanced effects for 5E seems to produce an error when both are loaded in the same campaign. Opening any one feat record entry of the LU Playerīs Guide or the D&D Playerīs Guide creates following errors:
[7/17/2022 9:18:48 PM] [WARNING] window: Unable to locate control (text) specified in insertbefore attribute for control (advanced_effects_contents) in windowclass (reference_feat)
[7/17/2022 9:18:48 PM] [ERROR] Script execution error: [string "reference_feat"]:6: attempt to index global 'text' (a nil value).
When the level up 5e extension is disabled all record entries open as expected, both from the level up Playerīs Guide and the D&D Playerīs Guide as well. The same happens when the advanced effects extension is disabled and the Level Up Extension is loaded.
I will also contact celestian and inform him about this issue.
Thanks in advance :)
Valdorin
July 17th, 2022, 23:33
@Moon Wizard
Since the hot fix you did I can not reproduce the error. Tested several things trying to. Seems to be fixed now since the patch.
Nevermind that. Found a new error when trying to level a character from 9 to 10. Tried posting the error log text but was denied. This is the last lines of it:
[7/17/2022 6:36:10 PM] [WARNING] buttoncontrol: Could not find pressed icon (down) in control (button_chat_pcdesc) in class (ref_class_header)
[7/17/2022 6:38:31 PM] [ERROR] Handler error: [string "campaign/5e/scripts/power_action.lua"]:67: attempt to call field 'getPowerAbilityString' (a nil value)
leozelig
July 18th, 2022, 02:23
Thanks for the report TomtheBu. The latest 5E update seems to have stirred up some trouble for the extension. I haven’t had much time to work on it lately, but I’ll see what I can do.
Moon Wizard
July 18th, 2022, 07:06
@TomtheBhu,
There is no advanced_effects_contents defined in the 5E ruleset, nor in the base Level Up extension; and this wasn't changed recently.
It appears that this is a different extension that is not compatible with the Level Up extension; and you'll have to reach out to the extension developer for that extension (probably something named Advanced Effects?).
Regards,
JPG
Moon Wizard
July 18th, 2022, 07:10
@Valdorin,
Neither the 5E ruleset nor the Level Up extension have a definition for "getPowerAbilityString".
So, this is also probably caused by another extension. Try disabling all other extensions except for Level Up on the campaign, and try again.
Also, you may want to check your FG data folder to remove any extra folders in the rulesets/extensions folder that would override 5E ruleset or Level Up extension as well.
Regards,
JPG
TomtheBu
July 18th, 2022, 21:24
@TomtheBhu,
There is no advanced_effects_contents defined in the 5E ruleset, nor in the base Level Up extension; and this wasn't changed recently.
It appears that this is a different extension that is not compatible with the Level Up extension; and you'll have to reach out to the extension developer for that extension (probably something named Advanced Effects?).
Regards,
JPG
Hi Moon Wizard, thank you very much. I informed Celestian - the author of 5E Advanced Effects - about the issue.
TomtheBu
July 18th, 2022, 21:42
Thanks for the report TomtheBu. The latest 5E update seems to have stirred up some trouble for the extension. I havent had much time to work on it lately, but Ill see what I can do.
Thank you very much @Leozelig.
It seems to be a problem in the 5E Advanced Effects Extension. Maybe Celestian can find a way to fix it :)
TomtheBu
July 23rd, 2022, 15:59
Hi,
dragging a class record entry to a character sheet to level up the character to level 10 creates following error:
[ERROR] Script execution error: [string "scripts/manager_char_A5E.lua"]:435: attempt to call field 'resolveRefNode' (a nil value).
Tested without any extensions exept the d&d official theme and the level up 5E official extension.
I guess itīs a problem with the heritage paragon gift, because itīs not added to the character sheet.
Zacchaeus
July 23rd, 2022, 18:03
Thanks, we'll get that sorted.
Moon Wizard
July 23rd, 2022, 18:30
I've pushed a hot fix to the patch system for that product. Please run a new Check for Updates, and try again.
Regards,
JPG
leozelig
July 23rd, 2022, 20:17
I've pushed a hot fix to the patch system for that product. Please run a new Check for Updates, and try again.
Regards,
JPG
Thanks, JPG!
TomtheBu
July 23rd, 2022, 22:04
I've pushed a hot fix to the patch system for that product. Please run a new Check for Updates, and try again.
Regards,
JPG
This solved the problem. Thank you very much @Moon Wizard :)
aidan8et
August 13th, 2022, 19:54
I stumbled across a strange bug for creatures in the combat tracker, depending on NPC HP calculation. It seems anything with a flat CON modifier (score 10; +0 modifier) tends to enter the combat tracker with either 0 or 1 HP if the host is using Max or Random HP, respectively. After some playing around, comparing to other creatures, & tweaking, I found that adding " + 0 " to the HP fixes it.
Example: a Shadow has (4d8; bloodied 9) for its rolled HP. Depending on House Rule setting, it enters my tracker with only 0/1 HP. Tweaking the block to (4d8 + 0; bloodied 9) allows the Shadow to enter with either 32 or random HP.
I checked on a different creature (Shadow Demon) as well as removing the CON bonus on a different creature (Aboleth changed to 18d10 from 18d10+72). I also tried a "bare" (no extensions loaded at all; only used the A5E modules [adventurer's guide, monstrous menagerie, and trials & treasures]) table to confirm the source & it seems to be a table glitch.
My guess is that the table does not "like" the semicolon being a modifier in the HP stat before it finds a +.
leozelig
August 13th, 2022, 21:24
I stumbled across a strange bug for creatures in the combat tracker, depending on NPC HP calculation. It seems anything with a flat CON modifier (score 10; +0 modifier) tends to enter the combat tracker with either 0 or 1 HP if the host is using Max or Random HP, respectively. After some playing around, comparing to other creatures, & tweaking, I found that adding " + 0 " to the HP fixes it.
Example: a Shadow has (4d8; bloodied 9) for its rolled HP. Depending on House Rule setting, it enters my tracker with only 0/1 HP. Tweaking the block to (4d8 + 0; bloodied 9) allows the Shadow to enter with either 32 or random HP.
I checked on a different creature (Shadow Demon) as well as removing the CON bonus on a different creature (Aboleth changed to 18d10 from 18d10+72). I also tried a "bare" (no extensions loaded at all; only used the A5E modules [adventurer's guide, monstrous menagerie, and trials & treasures]) table to confirm the source & it seems to be a table glitch.
My guess is that the table does not "like" the semicolon being a modifier in the HP stat before it finds a +.
I bet you’re right about the semi-colon. I will work on a fix for that. Thanks for reporting!
Moon Wizard
August 14th, 2022, 05:19
The house rule NPC hit points option was never designed to work with any data other than the actual dice string in the HD field. I don't think it's ever worked with the EN Level Up data, because extra data was added in these products that is different than 5E official data.
I've pushed a new update to the Test channel to adapt the house rule routine to work with several examples from both official and Level Up data. Hopefully, this is sufficient to cover everything the Level Up team added to that field. The Test channel update is supposed to go Live this coming week.
Regards,
JPG
leozelig
August 14th, 2022, 12:53
Awesome, thank you JPG!
sirkerry
August 18th, 2022, 05:49
Really liking the Level Up A5E stuff so far, Zacchaeus' videos are very helpful.
Got a small request (well hopefully), is it possible to have the LUA5E extension automate the population of the Senses field with Darkvision 60 when the Clearsight Sentinel feat is added to a character?
leozelig
August 18th, 2022, 11:45
Really liking the Level Up A5E stuff so far, Zacchaeus' videos are very helpful.
Got a small request (well hopefully), is it possible to have the LUA5E extension automate the population of the Senses field with Darkvision 60 when the Clearsight Sentinel feat is added to a character?
Hi sirkerry,
Yes, I can make that happen. Thanks for the suggestion.
EDIT: Update submitted. Clearsight Sentinel and Divine Vision feats will automatically add 'darkvision 60' to Senses when dropped to char sheet.
aidan8et
September 18th, 2022, 18:55
Are there any plans to adjust for the Level Up errata that was released?
https://www.levelup5e.com/errata
aidan8et
September 18th, 2022, 19:20
It seems the Persuasion skill was dropped in a recent update as well.
I'm also working on a small list of generally minor errors inside the various classes & such. So far, it's just small things like missing text or incorrect/missing crosslinks.
aidan8et
September 18th, 2022, 19:45
Minor errors within the various texts
Cleric
+ Core
++ Main tab bullet for "Healer" incorrectly links to "Clerical Charisma"
+ Warpriest archetype
++ Boon of Fury has incorrect "spec required" (self-referencing "Boon of Fury" instead of Warpriest)
+ Oracle archetype
++ Oracle Spells (1) has no "spec required" listed
Warlock
+ Eldritch Invocation
++ Cosmic Armory is missing "prerequisite: 17th level"
Dragonborn heritage
+ Breath Weapon text missing between existing 2nd and 3rd paragraphs.
++ Corrected: "Additionally, choose between a 30-foot line that is 5 feet wide or a 15-foot cone for the area that your breath weapon affects. Each creature in the breath’s area makes a Dexterity saving throw. If your breath weapon deals psychic damage, a Wisdom saving throw is made instead of Dexterity; if cold, necrotic, poison, radiant, or thunder, a Constitution saving throw. The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus."
Zacchaeus
September 18th, 2022, 20:53
Thanks, I'll get all that fixed
rumbluffer
October 10th, 2022, 22:24
I recently purchased the Monstrous Menagerie along with the Adventure Guide. I really enjoy these rules! I want to incorporate them into my current 5e Storm King's Thunder campaign, but my players want to wait to update their characters to the A5E rules. I understand the differences between the two rulesets, so I don't activate the Adventure Guide extension, but I still use the modules. Will it cause a problem in my current campaign if I use the monsters from the Monstrous Menagerie while the players use the characters from the original 5e Player's Handbook?
Zacchaeus
October 10th, 2022, 23:05
No, it shouldn’t. You may have to enable the extension for some parts of the monster stat blocks to work otherwise you might get errors. Also the monsters are designed for use with A5E and may be rather more challenging that the standard 5e ones.
rumbluffer
October 10th, 2022, 23:45
Your expedient reply encourages me! I recently tried to get a head start on a couple of encounters, prior to game time. I made some A5E encounters to replace the 5E encounters. I did not erase the original encounters, just made a second set labeled as A5E to know the difference. I placed them on them map like every other encounter and felt accomplished. Come game time, the maps were unopenable! They had disappeared, along with my encounters, just a blank area with pins all over and a giant red question mark in the middle! Did I do something wrong?
Zacchaeus
October 11th, 2022, 03:43
See here for how to fix that https://www.fantasygrounds.com/forums/showthread.php?75278-Release-Updates-for-September-27th-2022&p=663687&viewfull=1#post663687
Agamon
October 13th, 2022, 03:09
Hi, I noticed a bug playing our first game with the rules last night.
The entry for the Perception skill is empty, and the entry for the Performance skill has the text from Perception.
Zacchaeus
October 13th, 2022, 09:21
Where are you seeing this? I'm not able to replicate.
Agamon
October 14th, 2022, 05:25
Odd, yeah it seems to be working now. When I was making a PC with a player a couple weeks ago, we noticed the problem, then playing Tuesday, it was still behaving that way. Not sure why...
aidan8et
October 14th, 2022, 18:53
Love all the updates & quick replies. Thanks for all the hard work Zacc!
I found a few more minor errors in my playing. I promise, I'm not actively looking for these. They're only found when a player tries to do a thing & I take notice...
Core
*Warlock spells disappear in combat mode without Spellcasting Slots (does not work with pact magic points)
Berserker
*(Rager archetype) missing "Thirst for the Kill" feature entirely (level 6)
Marshal
*Class is misspelled ("Marshall" instead of "Marshal")
Herald
*"Champion of Legend" missing spec required (Holy Champion - 20)
Zacchaeus
October 14th, 2022, 22:07
I'll check that all out shortly.
Edit: Looks like your first point is a ruleset or extension issue which I've passed on. The other things I've fixed and the update should come out on Tuesday.
aidan8et
November 5th, 2022, 17:11
Ok, I've finally finished adding all the new subclasses & found (I think) is the last of the minor errors...
Core
* "Unstoppable" Combat Maneuver missing (Adamant Mountain; 3rd Degree)
* "Persuasion" skill description missing.
Marshal
* "Risky Tactics" (L15) missing spec. required (Gambling General)
* "Canny Adversary" (L18) missing spec. required (Gambling General)
Zacchaeus
November 5th, 2022, 18:21
Thanks for the reports; I'll get all that fixed.
LunaticPariah
November 17th, 2022, 20:04
I'm currently getting my game ready, and when I drop a NPC to the bloodied condition, it adds Bloodied a good 20+ times to the creature's effects
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_combat.lua"]:115: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/data_library.lua"]:387: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "878507-Indicators (1):..atus_Indicators.lua"]:243: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:53:48 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_combat.lua"]:115: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/data_library.lua"]:387: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "878507-Indicators (1):..atus_Indicators.lua"]:243: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_token.lua"]:734: C stack overflow
[11/17/2022 1:57:25 PM] [ERROR] Handler error: [string "CoreRPG:scripts/manager_effect.lua"]:563: C stack overflow
Moon Wizard
November 17th, 2022, 21:05
It appears that you currently have 39 extensions loaded in that campaign. Are you getting the same error with just the A5E extension loaded?
Regards,
JPG
Zacchaeus
November 17th, 2022, 21:07
When you say drop a creature to the bloodied condition what do you mean? I just tested adding the bloodied condition onto an NPC and don't see any errors. But if you mean something different let us know.
I note also from the log files that you are using 39 extensions as well as loading in 259 modules. Make sure you are testing without any extensions (apart from the A5e one of course) and not using any of those modules, especially effect modules, in case it is those that are causing your issue.
LunaticPariah
November 17th, 2022, 21:41
Yep, now I get to figure out which extension it is...totally forgot to disable first, my bad.
EDIT: I figured out which extension it was....Indicators
mattekure
November 17th, 2022, 23:35
Yeah, its an incompatibility with my Indicators ext and the A5E. For some reason, when a creature becomes bloodied, it enters a recursive loop and keeps applying the bloodied condition. With the A5E extension locked in the vault I dont know what code may have changed from the default 5E behavior. Indicators does work just fine with the base 5E ruleset.
leozelig
November 18th, 2022, 11:17
I posted the A5E extension files to a github repository. They need to be updated for the latest release, but once I do that, I will post the link here.
mattekure
November 18th, 2022, 11:43
I posted the A5E extension files to a github repository. They need to be updated for the latest release, but once I do that, I will post the link here.
That would be great, thanks!
leozelig
November 18th, 2022, 21:27
You can find the github repository with the extension files here (https://github.com/bwgibs/level-up-extension). Let me know if you have any questions or issues!
mattekure
November 18th, 2022, 22:55
You can find the github repository with the extension files here (https://github.com/bwgibs/level-up-extension). Let me know if you have any questions or issues!
awesome, thank you!
mattekure
November 21st, 2022, 12:37
You can find the github repository with the extension files here (https://github.com/bwgibs/level-up-extension). Let me know if you have any questions or issues!
Thanks for posting the code. I was able to find the conflict with mine. It was a recursion error due to a change made in ActorManager.getWoundPercent().
My code monitors effect changes to update the indicators shown on a token and uses getWoundPercent to see what the current health of the token is. A5E added a bit of code to getWoundPercent to auto apply the Bloodied condition as an effect to the entry. So whenever that Bloodied effect gets added, it triggers my code to run again as its a new effect. Lovely recursion :D
* I found a workaround and the next release of Indicators should work with A5E.
Moon Wizard
November 21st, 2022, 17:22
That seems problematic. The getWoundPercent function shouldn't be used to make changes, only return a number based on existing data. I'll reach out to A5E developer too.
Regards,
JPG
leozelig
November 23rd, 2022, 11:37
Since the 5E ruleset already has a conditional operator for bloodied, this is unnecessary. I don't know how long that feature has existed for 5E, but I must have overlooked it at some point. See 5E Effects for Advanced Automation (https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996642031/5E+Effects+for+Advanced+Automation) for more info on conditional operators.
Apologies for running you in circles mattekure!
Rob Hartway
December 18th, 2022, 23:36
I am seeking some technical help. I just bought the Level Up A53 Monstrous Menagerie today. My objective is to use the monsters in my regular D&D 5e game. Unfortunately, unlike all other D&D purchases I have made, it does not appear that the entire purchase was downloaded. The only think I have find is a "Feature". When I go to modules is shows Monstrous Menagerie as "loaded" but the only content available are 13 NPC's from the purchase. I am unable to find a "module" or "extension" file, and obviously, no monsters. Has anyone else experienced this?
LordEntrails
December 18th, 2022, 23:41
I am seeking some technical help. I just bought the Level Up A53 Monstrous Menagerie today. My objective is to use the monsters in my regular D&D 5e game. Unfortunately, unlike all other D&D purchases I have made, it does not appear that the entire purchase was downloaded. The only think I have find is a "Feature". When I go to modules is shows Monstrous Menagerie as "loaded" but the only content available are 13 NPC's from the purchase. I am unable to find a "module" or "extension" file, and obviously, no monsters. Has anyone else experienced this?
I don't have A5E so can't be sure, but from the OP there this quote from Mr Z:
Note that although it claims to be 5e compatible I would not recommend that you try to mix and match a normal 5e campaign with a level up one. There are considerable differences which makes things 'interesting'.
I don't think A5E NPCs will be usable in a 5E campaign, only in a A5E campaign in which you load the A5E extension.
i.e. When you start your new campaign, enable the Level Up Advanced 5E extension, then load this module. Then your NPCs should show up.
Zacchaeus
December 19th, 2022, 01:09
I am seeking some technical help. I just bought the Level Up A53 Monstrous Menagerie today. My objective is to use the monsters in my regular D&D 5e game. Unfortunately, unlike all other D&D purchases I have made, it does not appear that the entire purchase was downloaded. The only think I have find is a "Feature". When I go to modules is shows Monstrous Menagerie as "loaded" but the only content available are 13 NPC's from the purchase. I am unable to find a "module" or "extension" file, and obviously, no monsters. Has anyone else experienced this?
You should get a copy of the A5E extension when you downloaded the Monstrous Menagerie. You will need to enable that extension when you start your campaign (right hand panel bottom right of the screen where you load or create a campaign). Once the campaign loads enable the monstrous menagerie in the usual way.
There are some differences in the A5E monsters which requires the extension to be loaded.
See the videos linked in the first post for more details.
Rob Hartway
December 21st, 2022, 02:40
Thank you Zach. It would apppear that the underlying issue is that I did not get the .ext file after the purchase. It is neither a selectable option when load a campaign nor in my .ext file folder.
I will see if I can contact someone in purchasing or support.
Thank you for you help.
Zetesofos
December 23rd, 2022, 02:50
Just downloaded this module, and looks great. One thing though - I found expertise hiding in the modifiers tab - but it doesn't seem to do anything when I apply it. I'm the DM, and testing on character sheets, but is there something I'm missing, or a bug?
Zacchaeus
December 23rd, 2022, 08:49
Just downloaded this module, and looks great. One thing though - I found expertise hiding in the modifiers tab - but it doesn't seem to do anything when I apply it. I'm the DM, and testing on character sheets, but is there something I'm missing, or a bug?
It's working for me.
To use expertise; click on the expertise dice that you want to use so that it is highlighted and then make any kind of roll (attack, damage, save, skill, ability etc) for a PC or NPC and it will add the chosen dice to the d20 roll.
Zetesofos
December 23rd, 2022, 16:52
So, I did do that, but it wasn't rolling the die. However, I did figure out that it might have been a conflicting extension - I started a fresh campaign to test with just the A5E extension, and it worked fine. So I'll have to bug test to see what one was the cultprit.
Update: Figured it out. It is the Kingdoms & Warfare Extension from MCDM - they don't like to play nice (the software, not the people; I'm sure their both fine folks).
Saagael
December 23rd, 2022, 17:42
So, I did do that, but it wasn't rolling the die. However, I did figure out that it might have been a conflicting extension - I started a fresh campaign to test with just the A5E extension, and it worked fine. So I'll have to bug test to see what one was the cultprit.
Update: Figured it out. It is the Kingdoms & Warfare Extension from MCDM - they don't like to play nice (the software, not the people; I'm sure their both fine folks).
I'd be happy to debug this. Is the code for the extension somewhere I can see? If not there's not much I can do, but the code for Kingdoms and Warfare is available on github (https://github.com/MCDMFG/KingdomsAndWarfare)
Zetesofos
December 23rd, 2022, 18:35
One other little bug - thumbing through the combat maneuvers in the feats button on the lefthand side.
Whenever I click to see the details of a specific combat maneuver from that section, it will show it, but it will also pop in the error window with:
Script executiion error: [string "CoreRPG:common/scripts/buttongroup_tabs.lua"]62: attempt to index field '?' (a nil value)
Update: Not just manuever feats - appears to happen on any feat, even those not from A5E
Zacchaeus
December 23rd, 2022, 20:48
One other little bug - thumbing through the combat maneuvers in the feats button on the lefthand side.
Whenever I click to see the details of a specific combat maneuver from that section, it will show it, but it will also pop in the error window with:
Script executiion error: [string "CoreRPG:common/scripts/buttongroup_tabs.lua"]62: attempt to index field '?' (a nil value)
Update: Not just manuever feats - appears to happen on any feat, even those not from A5E
I'm not seeing this either so I suspect another extension? If you can reproduce in a new campaign with only the A5e extension can you walk me through the steps to reproduce.
Zacchaeus
December 23rd, 2022, 20:49
I'd be happy to debug this. Is the code for the extension somewhere I can see? If not there's not much I can do, but the code for Kingdoms and Warfare is available on github (https://github.com/MCDMFG/KingdomsAndWarfare)
See post #154 above; the files are on git hub.
Zetesofos
December 23rd, 2022, 23:17
I'm not seeing this either so I suspect another extension? If you can reproduce in a new campaign with only the A5e extension can you walk me through the steps to reproduce.
Aha! Found it. Was an extension: Kit'N'Kaboddle - used for applying powers to and from items.
MeAndUnique
December 24th, 2022, 00:09
I have created a pull request to address the conflict between A5E and K&W. Now on to looking at what is going on with KNK :)
MeAndUnique
December 24th, 2022, 16:12
While investigating the KNK conflict I found another with Advanced Effects. I have created a pull request for Advanced Effects and have started work on the KNK fix, however that will likely have to wait a bit due to the holidays.
Zetesofos
December 26th, 2022, 23:36
While investigating the KNK conflict I found another with Advanced Effects. I have created a pull request for Advanced Effects and have started work on the KNK fix, however that will likely have to wait a bit due to the holidays.
Hey, I understand, no immediate rush on my end - always amazed at the FG community and you guys able to make the changes, so thank you so much. :)
MeAndUnique
December 29th, 2022, 16:19
Version 2.6.5 of Kit'N'Kaboodle is live with a fix for the conflict.
Zetesofos
December 30th, 2022, 18:02
Version 2.6.5 of Kit'N'Kaboodle is live with a fix for the conflict.
Awesome! Thank you so much :)
Zetesofos
January 17th, 2023, 18:49
Hi thread. Wondering who might be the one to address, but a possible update I think would be really useful for this extension. Is there a way to make the expertise die button that overrides any effect that might be on a character.
Reasons is - there are features that give characters a flat expertise die on skills, but also characters can get circumstantial expertise. Is there anyway to have it where you can hit a button to upgrade the die or supress the original die for a single roll?
Zacchaeus
January 17th, 2023, 19:00
Can you expand on what you mean?
If for example a character has expertise on say Deception then they click on the appropriate dice in the modifiers tab and then make the roll. So if normally they'd have a d4 but something gave them a higher dice then they'd choose the higher dice value before making the roll. Or am I misunderstanding what the issue is?
Zetesofos
January 18th, 2023, 00:36
Can you expand on what you mean?
If for example a character has expertise on say Deception then they click on the appropriate dice in the modifiers tab and then make the roll. So if normally they'd have a d4 but something gave them a higher dice then they'd choose the higher dice value before making the roll. Or am I misunderstanding what the issue is?
You got it exactly!
Right now, if a character has a d6 expertise in survival, but then they have a feature that gives them expertise on survival when tracking a specific creature, for example, best I can do is 'skip' the effect on a characters effect in combat tracker, and then they apply the appropriate expretise die, and then they roll. Its two steps, and the player has to remember what their die is and then know what it SHOULD be.
But, if a player can just click the die (or even better - pie in the sky - just add another instance of expertise, and have FG do the math for them) that would be great.
At the very least - overriding an effect and forcing the die of the button would be a huge boon.
Agamon
February 25th, 2023, 05:13
Since the update yesterday, I get this error (numerous times) when opening the Actions tab on a PC sheet.
[ERROR] Script execution error: [string "Level_Up:campaign/scripts/power_page.lua"]:314: attempt to index field 'cast' (a nil value)
I've turned off the rest of my extensions and it still happens.
Moon Wizard
February 25th, 2023, 07:35
I'm not the developer for this product, but I just pushed through a hot fix that I believe addresses this issue. Can you please run a new Check for Updates (if you're the GM) or have the GM run a new Check for Updates; and try again?
Thanks,
JPG
leozelig
February 25th, 2023, 12:26
I can look at it if Moon’s fix doesn’t resolve the issue. Thanks, JPG!
Agamon
February 25th, 2023, 18:26
I'm not the developer for this product, but I just pushed through a hot fix that I believe addresses this issue. Can you please run a new Check for Updates (if you're the GM) or have the GM run a new Check for Updates; and try again?
Thanks,
JPG
Thanks, that worked!
Basiliv
March 9th, 2023, 01:57
I wanna try A5E by running Memories of Holdenshire as a stand-alone adventure. The blurb for it says “You don’t even need the core rulebook to run it!”
But that’s just a copy/paste from the adventure blurb, right? I’d still need to buy the Level Up Adventurer’s Guide in FGU?
FirstFrost
March 9th, 2023, 07:03
I wanna try A5E by running Memories of Holdenshire as a stand-alone adventure. The blurb for it says “You don’t even need the core rulebook to run it!”
But that’s just a copy/paste from the adventure blurb, right? I’d still need to buy the Level Up Adventurer’s Guide in FGU?
There is this text at the beginning of the adventure (page 5 of my soft cover printed book copy, 4th page of the FG Reference module, About the Adventure heading):
"To run this adventure you should have a general understanding and familiarity with 5E, but you do not need any other Level Up books or content—it introduces the innovations of Level Up and every mechanic, item, and monster unique to Level Up is presented in full and is usable with only 5E experience."
That statement is true for the most part. It does have a number of sidebar callouts throughout the adventure content that describe some of the base mechanics and concepts of A5e as they are encountered in the adventure. There is a good-sized appendix that describes how to run Level Up journeys from the adventure, travel and exploration challenges with region descriptions and associated tables. Another appendix gives a preview of the Level Up Monstrous Menagerie book, with A5e style stat blocks for most if not all of the monsters and NPCs that can be faced in the adventure.
What the adventure module does not have is detailed information for Level Up character creation using the new or modified A5e classes and associated subclasses, and backgrounds, heritages, cultures, destinies, etc.
So, if you want to run the adventure in Fantasy Grounds without having the Level Up Adventurer's Guide module and extension, you would be expected to create a 5e campaign and use characters created with the 5e ruleset. If you just want to get an idea of how Level Up A5e functions compared to original 5e, the Holdenshire adventure is a pretty good introduction. But if you are really more interested in how Level Up A5e will work or run in Fantasy Grounds, then I would very strongly suggest you go in for the Adventurer's Guide FGU module/extension.
The Level Up Adventurer's Guide module and extension have the A5e tools embedded into the FGU interface, such as the Expertise die mods, Effects and Conditions, as well as all of the A5e Spells, and Items, and Combat Maneuvers (accessed from the 'Feats' button). And you can create an A5e character sheet containing all of the A5e character features (see Zacchaeus's video linked in the first post of this thread).
If you do decide to get the FGU Level Up mod, I would also recommend getting Robyn Nix and Rob Twohy's 5E Effects Coding - Level Up - Advanced 5E - Spells mod out of the FG Forge (https://forge.fantasygrounds.com/shop/items/563/view). It has automation built in for practically all of the 500+ spells in the book. A super time saver.
Basiliv
March 9th, 2023, 19:29
Ah, thanks so much for spelling all that out!
cthorazine
March 26th, 2023, 21:48
I am having issues where skills are not parsing correctly for some heritages and cultures. For a specific example to test, try adding Imperial culture to anything. This seems to be pervasive throughout the heritages and cultures. May want to check classes as well. (Yes, the extension is loaded.)
Zacchaeus
March 26th, 2023, 22:10
Welcome to the forums. Thanks for the report; I'm actually getting an error when trying to add that culture. Is this what's happening to you as well?
cthorazine
March 26th, 2023, 22:43
Welcome to the forums. Thanks for the report; I'm actually getting an error when trying to add that culture. Is this what's happening to you as well?
Yes, amongst other things. Unfortunately, I did not manage to get into things beyond character creation. My first impression leads me to believe that the fantasy grounds version is not ready for actual gameplay use, which is disappointing. I really wanted to use this system.
Zacchaeus
March 26th, 2023, 23:37
Yes, amongst other things. Unfortunately, I did not manage to get into things beyond character creation. My first impression leads me to believe that the fantasy grounds version is not ready for actual gameplay use, which is disappointing. I really wanted to use this system.
It is ready and has been in use for some time. It looks like a recent update to the ruleset has caused an unexpected error in the extension. I’m sure my colleague who wrote the extension will be able to fix it shortly.
leozelig
March 26th, 2023, 23:37
I’ll check it out. Everything has been working, not sure what changed, but perhaps one of the recent 5E updates disrupted something. I wouldn’t give up on it yet, we’ll get it fixed ;)
cthorazine
March 27th, 2023, 18:21
It is ready and has been in use for some time. It looks like a recent update to the ruleset has caused an unexpected error in the extension. I’m sure my colleague who wrote the extension will be able to fix it shortly.
I'll have to check it out, again, once a decent discount rolls around since I have already gotten the core mods refunded.
Edit: repurchased
leozelig
March 27th, 2023, 21:52
I submitted a fix for the script error generated when adding the Imperial culture to the char sheet. The issue was specific to the Learned Teachers trait for this culture and did not occur with any other classes, heritages, or cultures.
cthorazine
April 3rd, 2023, 20:39
various stuff
Adventurer's guide
Items
- Barrel typo as "Barre"
- Inconsistent uppercase words for some items [Adderwort roots, Assassin's gauntlet, Prosthetic (arm/hand), Prosthetic (leg/foot)]
Cultures
- Languages not being added to character sheet
Class
- Bard
- Varied Expertise is coded to 3rd level (should be 2nd)
Zacchaeus
April 3rd, 2023, 21:25
Thanks. I've corrected the typos and the Bard thing. I'll need to get my colleague to look at the languages bit since that would require a look at the extension code.
leozelig
April 3rd, 2023, 22:48
Yes, I’ll check that. Languages were working, so maybe just a compatibility update with 5E. Thanks for the report.
leozelig
April 4th, 2023, 03:02
I submitted a fix for languages not adding to the character sheet for cultures. 5E has had some things shifted around for the character wizard (I think), and at some point, one of my Level Up functions reverted back to 5E, which doesn't use quite the same phrasing for listing languages.
cthorazine
April 5th, 2023, 08:05
Very appreciated.
cthorazine
April 21st, 2023, 11:51
a few more bugs
level up adventurers guide
heritage
dwarf - not adding tool proficiency to sheet
elf - not adding skill to sheet
planetouched - not adding languages to sheet
culture
villager not adding skill to sheet
leozelig
April 21st, 2023, 12:28
a few more bugs
level up adventurers guide
heritage
dwarf - not adding tool proficiency to sheet
elf - not adding skill to sheet
planetouched - not adding languages to sheet
culture
villager not adding skill to sheet
Thank you, Ill get those issues fixed.
Zacchaeus
April 21st, 2023, 15:08
a few more bugs
level up adventurers guide
heritage
dwarf - not adding tool proficiency to sheet
elf - not adding skill to sheet
planetouched - not adding languages to sheet
culture
villager not adding skill to sheet
I'm not sure I can do anything about most of these. The dwarf's tool proficiency doesn't have anything like a standard wording so FGU isn't going to pick that up. It seems you have a choice between two or another one. Generally FG doesn't have a choice pop up for tool proficiencies. (The character wizard has but the CW won't deal with level up stuff).
The elf skill is given as part of a tenth level trait. And FG only looks for skill proficiencies at 1st level and only if the trait is called skills. So I don't think we can automate that either.
The planetouched doesn't, as far as I can see, have any inherent languages. Those come from the chosen culture I believe.
The villager languages are being added for me. It adds common and 'choice' to the languages section indicating that the player needs to add their choice to the languages section of the character sheet.
cthorazine
April 21st, 2023, 16:16
elf with Mystic Rapport gift should get arcana skill. it currently does not.
planetouched aasimar should get Celestial as a language. it currently does not.
villager should have the Animal Handling skill. it currently does not.
Zacchaeus
April 21st, 2023, 17:52
I appreciate that the elf can get a proficiency in Arcana if they choose Mystic Rapport, but there's not a way to get FG to recognise that and automate it. It's similar thing with the assimar; the language is in a choice which doesn't get picked up by the parser so again it's not going to automate adding in the language. The villager skill is going to fall into the same category. All of these things would need to be hard coded to make them automatic and whilst the extension does a lot of things and tries to automate as much as possible; not everything is going to get the automation.
leozelig
April 21st, 2023, 20:59
Thank you for clarifying that, Z. The tool proficiency is probably not fixable, but I can look at the parsing again to see what’s possible.
leozelig
April 22nd, 2023, 15:11
I hard-coded these to the extension and will submit this weekend for the next update:
1. The Dwarf heritage trait Creator's Blessing triggers a dialog box to select a tool proficiency (see screenshot).
2. The Elf heritage gift Mystic Rapport adds proficiency in the Arcana skill.
3. The Planetouched heritage gift Aasimar adds the Celestial language.
4. The Villager cultural trait Farm Life adds proficiency in the Animal Handling skill.
Cheers!
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cthorazine
April 22nd, 2023, 18:11
nice!
Basiliv
May 6th, 2023, 19:45
In Memories of Holdenshire, in the Act II group and Story 2.06 "Building a Journey", there's a note at the bottom:
There is a spectial token called 'Party' in the tokens bag which can be used to track the party's progress on the map.
Sorry, where is the tokens bag? I've poked around trying to find this special token but can't locate it. Also, what's special about this token?
Zacchaeus
May 6th, 2023, 23:10
Click on assets and select tokens and then type party into the search bar. It is special because it isn’t meant as player token but rather one that can be used as the note says.
Basiliv
May 6th, 2023, 23:43
Click on assets and select tokens and then type party into the search bar. It is special because it isnt meant as player token but rather one that can be used as the note says.
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Zacchaeus
May 7th, 2023, 09:16
Right. Clearly the token did not get exported. Sorry about that; I've fixed the issue and update the files - so a revised module should go out with Tuesday's update.
Basiliv
May 7th, 2023, 18:38
Thanks very much, I super appreciate the help!
Would I be able to use this special token in the same way in other campaigns if I export it?
LordEntrails
May 7th, 2023, 21:54
No need to export it. All assets are available I all campaigns.
Basiliv
June 22nd, 2023, 00:11
Is any work being done to implement the Dungeon Delver’s Guide?
I asked ENWorld and they basically said it’s up to you. :)
—————————-
“Fantasy Grounds has a licence to use Level Up products, so yes they can produce content for DDG.They create the products in-house and at their discretion. It would be best to check with Fantasy Grounds directly to ask about their plans and any timelines.”
Moon Wizard
June 22nd, 2023, 00:41
Other than for the largest two publishers, we do not make any of the DLC; and community developers are welcome to sign up and make the content.
@leozelig and @Zacchaeus had previously done the other Level Up books; but I'm not sure if they are looking at doing the DDG or other EN content.
Regards,
JPG
leozelig
June 22nd, 2023, 11:16
I'm not planning to convert the Dungeon Delver's Guide. Maybe Zacchaeus or someone else will pick it up ;)
Zacchaeus
June 22nd, 2023, 12:17
I have other projects right now; but had no plans for this one. (I wasn't even aware of it tbh).
Zetesofos
June 30th, 2023, 22:34
Just checking, but are their any plans for an improvement for using expertise die?
Right now, you can add them for one off rolls through the modifiers - but is there a way to allow them to be set as a default for certain skills when they are permanent? (other than applying an effect to a character in the CT I mean).
Zacchaeus
June 30th, 2023, 23:32
Just checking, but are their any plans for an improvement for using expertise die?
Right now, you can add them for one off rolls through the modifiers - but is there a way to allow them to be set as a default for certain skills when they are permanent? (other than applying an effect to a character in the CT I mean).
Adding an effect to the actions tab would be the best way to achieve that I think.
leozelig
July 1st, 2023, 02:46
Just checking, but are their any plans for an improvement for using expertise die?
Right now, you can add them for one off rolls through the modifiers - but is there a way to allow them to be set as a default for certain skills when they are permanent? (other than applying an effect to a character in the CT I mean).
I can look at it. I tried not to deviate too far from existing functions in the 5e ruleset.
SolarAlbatross
July 20th, 2023, 23:02
Hi, thanks so much for making these modules and the videos in the first post - very, very helpful. I've been poking around gearing up to run an A5E game. One thing I noticed in my testing was that Critical Hits act like 5e crits (roll double dice, add modifiers) instead of A5E crits (add together normal die role and modifiers and double the sum). From the reference manual, section Damage and Recovery:
"When you score a critical hit, you double the attack's damage against the target (including static modifiers)."
I noticed I got an odd number on crit damage while testing, which isn't mathematically possible under those rules.
cthorazine
July 20th, 2023, 23:14
Hi, thanks so much for making these modules and the videos in the first post - very, very helpful. I've been poking around gearing up to run an A5E game. One thing I noticed in my testing was that Critical Hits act like 5e crits (roll double dice, add modifiers) instead of A5E crits (add together normal die role and modifiers and double the sum). From the reference manual, section Damage and Recovery:
"When you score a critical hit, you double the attack's damage against the target (including static modifiers)."
I noticed I got an odd number on crit damage while testing, which isn't mathematically possible under those rules.
Theogeek's Improved Critical (on FG Forge) should help you sort that out.
leozelig
July 21st, 2023, 00:43
I will work on fixing that, but the extension will help in the meantime. Thanks for the suggestion, cthorazine!
Zetesofos
August 9th, 2023, 23:46
Hi there. Thanks again for this extension, A5E has been really fun so far. Of course, I do have a question being here and all.
A couple of my players (oddly) prefer the simplicity of the Warlock spell slots from regular 5E, rather than the spell points. Is there a way to re-enable that preperation for slots on their character sheets (but keep the other options)?
leozelig
August 9th, 2023, 23:49
Hi there. Thanks again for this extension, A5E has been really fun so far. Of course, I do have a question being here and all.
A couple of my players (oddly) prefer the simplicity of the Warlock spell slots from regular 5E, rather than the spell points. Is there a way to re-enable that preperation for slots on their character sheets (but keep the other options)?
That would be cool, but unfortunately, there is no way to mix the rules like that.
Agamon
August 16th, 2023, 06:31
For some reason, when using this extension with Critically Awesome Essentials, which adds a line on the Notes tab for setting a token for druid shape/polymorph, the line doesn't show up.
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I added a couple other extensions that add to the Notes page that do work.
Zacchaeus
August 16th, 2023, 08:26
This will be because the extensions are conflicting with one another; that is doing stuff on the same area of the character sheet. SO only one of them can win such a battle (or cause corruption). The solution will be to only use one or the other of the conflicting extensions.
Agamon
August 16th, 2023, 15:00
What is Level Up doing on the Notes tab?
Maybe I'll try turning off Level Up and set up the token and then turn it back on. The information will still be there, if I'm not mistaken?
leozelig
August 16th, 2023, 16:50
What is Level Up doing on the Notes tab?
Maybe I'll try turning off Level Up and set up the token and then turn it back on. The information will still be there, if I'm not mistaken?
It looks like both extensions are overwriting the notes tab. I can download the CAE app and see if I can get things to work, but could be tricky. A5E is adding Destinies and Motivations, and removing Bonds maybe. The bottom line is that they are both overwriting the 5E notes tab and only one will display.
Agamon
August 17th, 2023, 03:21
It looks like both extensions are overwriting the notes tab. I can download the CAE app and see if I can get things to work, but could be tricky. A5E is adding Destinies and Motivations, and removing Bonds maybe. The bottom line is that they are both overwriting the 5E notes tab and only one will display.
If it's possible, that would be appreciated. Odd that the other extensions aren't causing any conflicts.
In the meantime, I can confirm that turning off LU5e to do the edit does work, even though it disappears after turning it back on.
leozelig
August 17th, 2023, 11:39
Yeah once it’s in the database, FG can use it. You just can’t see that field on the char sheet with A5E running. Most extensions don’t alter the notes tab, and running two simultaneously is even more unusual.
Agamon
August 17th, 2023, 16:56
Yeah, not sure how many people use CAE, but I use it if any players are a druid, wizard, sorcerer, bard, or ranger, I tend to use it.
cthorazine
August 20th, 2023, 06:30
a couple issues found.
Pack Rat (forsaken culture trait) does not modify carrying capacity on character sheet.
Hedge Herbalism missing from the Guardian archetype (Druid).
Zacchaeus
August 20th, 2023, 08:36
Thanks for the report. The Pack Rat would need to be coded into the ruleset in order to work. I've updated the Guardian druid archetype.
bwatford
April 8th, 2024, 22:59
I am working on an extension to place some modifier buttons down by the dice for the Expertise dice modifiers but with the A5E extension locked behind the vault I can't see the code to add the modifiers.
Could I get a list of those button_modifierkey names? Thanks in advance.
leozelig
April 8th, 2024, 23:05
I am working on an extension to place some modifier buttons down by the dice for the Expertise dice modifiers but with the A5E extension locked behind the vault I can't see the code to add the modifiers.
Could I get a list of those button_modifierkey names? Thanks in advance.
I have a github with the extension files. I will confirm that everything is updated and post a link for you tonight.
leozelig
April 11th, 2024, 19:02
I am working on an extension to place some modifier buttons down by the dice for the Expertise dice modifiers but with the A5E extension locked behind the vault I can't see the code to add the modifiers.
Could I get a list of those button_modifierkey names? Thanks in advance.
You can look up what you need here (https://github.com/bwgibs/level-up-extension).
claedawg
April 11th, 2024, 19:18
I am working on an extension to place some modifier buttons down by the dice for the Expertise dice modifiers but with the A5E extension locked behind the vault I can't see the code to add the modifiers.
Make sure you put it on the Forge, I will buy it. If you could, try and make it work with plain 5E and not just with the A5E extension. I use some stuff from A5E, but not the whole shabang. Thanks!!!
bwatford
April 11th, 2024, 22:16
Make sure you put it on the Forge, I will buy it. If you could, try and make it work with plain 5E and not just with the A5E extension. I use some stuff from A5E, but not the whole shabang. Thanks!!!
The extension is finished and working, but you do need the A5e Extension loaded for it to work as that is where it is pulling the modifiers from.
bwatford
April 12th, 2024, 20:39
Here is the new extension...
https://www.kingdomofmorrain.com/A5ELevelUpModifierButtons.ext
rhagelstrom
April 19th, 2024, 23:23
I submitted a Pull Request on Github so this extension plays nice with other extensions
Moon Wizard
April 22nd, 2024, 16:47
The Level Up extension provided with the DLC is stored in SVN on our product servers with access by the developers of the DLC. There are updates that come from this side. If you are running a Github with the extension on it, whomever is the developer may need to pull the latest from SVN and make sure it's up to date. If I help with updates, it's all done in SVN, since that is the system we are using.
Regards,
JPG
leozelig
April 23rd, 2024, 10:12
I submitted a Pull Request on Github so this extension plays nice with other extensions
Thank you! I updated the extension files in SVN with those changes.
bwatford
April 23rd, 2024, 20:33
With the changes made the modifier buttons work with most extensions without conflict including Better Combat Effects Gold. Thanks rhagelstrom and leozelig. Please let me know if I can be of assistance in any way to the further development of the A5e platform on FG.
Basiliv
April 26th, 2024, 22:10
I'm getting an error whenever I try to open any NPC. I created a new campaign with only the A5E Extension loaded, and the only modules I loaded were the Adventurer's Guide and the Monstrous Menagerie. Still getting this error when I try to open an NPC from the "Level Up Advanced 5e Monstrous Menagerie":
[ERROR] Script execution error: [string "Level_Up:campaigns/scripts/npc_main.lua"]:100: attempt to index global 'header_traits' (a nil value)
Details from chat on load:
Fantasy Grounds - v4.5.6 ULTIMATE (2024-04-16)
Dungeons and Dragons (5E) ruleset (2024-04-02) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
Core RPG ruleset (2024-04-16) for Fantasy Grounds
Copyright 2024 Smiteworks USA, LLC
Level Up: Advanced 5th Edition extension (2024-04-20) for Fantasy Grounds\rCopyright 2022 Smiteworks USA, LLC
Any suggestions on what else I should look at?
Basiliv
April 26th, 2024, 22:16
Also confirmed I can go to my old 5E campaign and still open an NPC from the A5E Monstrous Menagerie without any problem, so it seems specific to the A5E Extension.
Moon Wizard
April 26th, 2024, 22:18
I'm guessing that there are other errors preceding that one that are causing that file error. Can you please use the Compile Logs button to post the full logs when the error occurs?
Regards,
JPG
Basiliv
April 26th, 2024, 22:43
My bad! Logs from new campaign running on A5E Ext below:
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Moon Wizard
April 27th, 2024, 01:25
I'm not seeing that when opening NPCs in a brand new campaign only running that one extension. Can you try again with only the Level Up extension running?
Regards,
JPG
Basiliv
April 27th, 2024, 01:51
So sorry, was running to the dentist and not thinking straight. I replaced the zip file above so it's from a brand new campaign with A5E as the only Extension running.
Moon Wizard
April 27th, 2024, 02:09
Okay, just wanted to make sure it wasn't another extension. Since I can't produce here, we'll probably need to get a copy of your campaign folder zipped up, with a link to the place where you're hosting (i.e. Google Drive, OneDrive, DropBox, etc.). Also, please let us know which NPC you are trying to open when the error occurs for you (i.e. exact steps from initial campaign start are usually best).
Regards,
JPG
Basiliv
April 27th, 2024, 02:41
I deleted the images folders so the file was under 1 GB :)
https://www.dropbox.com/scl/fi/y2dvzwkissnokxiq1xxgo/campaigns.zip?rlkey=80mdaygf567qq7jxizeciumzb&st=tq66usjo&dl=0
Steps to repro:
- Load A5E Broken test campaign
- Go immediately to Campaign > NPCs > choose any NPC from 'Level Up Advanced 5e Monstrous Menagerie'
Examples I just tried: Aboleth, Adult Brass Dragon, search for 'vampire' and select Vampire Spawn
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