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Zacchaeus
February 24th, 2023, 10:22
If you come across any issues with the character wizard, please report them in this thread. Please mention any steps that you took to arrive at the error with as much detail as possible.

For a video overview of the character wizard see here https://youtu.be/bpjwIDX-I3k

666gametime
February 24th, 2023, 14:09
Really like the new look of the character wizard. Dropdowns for sources of classes, races, etc is fantastic.

I am hoping you can clear some things up about the Abilities tab please -

1) When using the Dice Roll/Manual Entry option - is the intent for the player to manually add die rolls and then have the Character Wizard apply bonuses, or for the player to use the override box to input the total of a number manually rolled outside of FGU + manually calculated bonuses? If the former, there does not seem to be way to add just the die rolls. When using the override boxes, the racial bonuses etc. are not being added to the number in the override box. If the latter, does that mean the player will have to track all subsequent bonuses (ASI, feats, etc) manually as well?

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2) The manual overrides made in the Abilities tab do not seem to be applied to the character when it is saved (using the same overrides as the screenshot above).

-- after hitting commit, the final save screen does not reflect the number that was entered in the override box in the abilities tab

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-- after hitting "save" in the final save screen, the character sheet also does not reflect the number that was entered in the override box in the abilities tab

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Zacchaeus
February 24th, 2023, 15:17
It's intended that if you are manually rolling dice outside FGU that you use the override. You would have to manually add in the racial bonuses since as you say the override ignores everything.

I can replicate the fact that the over ride is not carried into the summary or the character sheet. I'm sure Dominic will be on that as soon as he sees this.

Moon Wizard
February 24th, 2023, 22:40
I just made some CW adjustments for better theming support, and @superteddy57 provided a fix for the attribute override. I've pushed these changes as part of a hot fix.

Regards,
JPG

LokVahdin
February 25th, 2023, 22:03
This is a downgrade from the previous version of the Character Wizard. I am highly disappointed and dissatisfied with the new version of the character wizard.

1. I have the expectation if I want to enter my dice rolls manually, something you could do in the previous version, that I can enter them under the "Base" section. Not the override section, not the misc section with the values modified to account for the bloody 10s. Like you could in the Base section of the previous version. This above all is unacceptable to me. This is something that is allowed in roll20 and D&D Beyond. If I was judging on whether to purchase a license for this and spend as much money as I have on this, this alone would be a no-go.

2. The race selection also feels like a downgrade from the previous version of the character wizard, seriously. It was so clean in the previous version. now I have to go page by page to browse all the races? This might just be a preference, unlike the dice manual entry which should have been given.

3. Under the Class tab, when I increase the level beyond 1, it starts adding duplicates, triplicates, and way more of the class features. So far I've only tried this with Sorcerer.

To replicate:

Select Sorcerer
Select Devine Soul as the Sorcerous Origin
increase the level from 1 to (choose a number)
observe Divin Magic and Favored by the Gods is added again with each level increase

56399


Really overall this just felt like a downgrade from the previous character wizard. It's not as clean, it feels clunky, and is just irratating.

superteddy57
February 25th, 2023, 22:25
Thanks for the feedback. I will add that duplication to my list to investigate.

LokVahdin
February 26th, 2023, 01:48
Found an issue: The Intelligence Misc box is disabled.
When attempting to enter a value into the Intelligence Misc box it doesn't highlight it. Nor does it remain highlighted when you click on the box. Attempting to enter a value into the field fails.
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Steps to repro:
1. Start Character Wizard
2. Navigate to Abilities tab
3. Hover over Intelligence Misc field: result field is not highlighted
4. Click on the Intelligence Misc field: result field does not highlight
5. Enter a value after clicking the Intelligence Misc field: result no value is entered into the field

LokVahdin
February 26th, 2023, 02:19
Equipment Class Kit plus/minus sign does not change when clicked, does not expand category
Equipment Class Kit plus/minus sign does not change when the category heading for Class Kit is clicked. clicking the head does expand the section.

Steps to repro:
1. Start Character Wizard
2. Fill out Race, Class, Abilities, Background (I clicked Sage background)
3. Navigate to the Equipment Tab
4. click "Select Starting Kit": observe the plus sign in shown with the class kit section expanded
5. Select Choice #1 (Shortbow), Choice #2 (Crystal), and Choice #3 (Dungeoneer's pack): plus sign still shown
6. Click plus sign: plus sign changes to minus sign, class kit category remains open
7. Click minus sign: minus sign changes to plus sign, class kit category remains open
8. Click Category heading (any where clickable that doesn't click the + or -): category expands and collapses as expected, +/- signs do not change based on expanding and collapsing the category

56407 56408 56409

One thing to note, the plus/minus sign does seem to open and close Background Kit and Add Items categories when clicked. However the plus/minus sign does not change when clicking the heading Background Kit or Add Items.

superteddy57
February 27th, 2023, 04:37
Thanks for the report. I was able to locate the issue and will be available with the next round of updates.

philniv
February 27th, 2023, 05:25
FYI, I've found an issue with the wizard when adding the following backgrounds (they all involve a skill choice from a limited list of options):
Cloistered Scholar:
History is selected ok, but the 2nd skill dropdown is blank.
Faction Agent:
Insight is not automatically given as the first skill, and there are a total of 4 skill option dropdowns (should only be 2).
Inheritor:
Survival is selected ok, but there are 3 extra skill dropdowns (should only be one). They all display every skill rather than being linited to Arcana, History and Religion.
Knight of the Order:
Persuasion is selected ok, but the 2nd skill dropdown is blank.
Urban Bounty Hunter:
Has 4 skill dropdowns (should only be 2). All skills are listed in each dropdown, rather than being limited to Deception, Insight, Persuasion and Stealth.

Regards,
Phil Niven

superteddy57
February 27th, 2023, 06:05
MOD: Moved to bug report thread to keep things together to track the reports

Thank you for the report. I was able to locate the issue and it will be come available with the next update.

charmov
February 27th, 2023, 17:05
This is a downgrade from the previous version of the Character Wizard. I am highly disappointed and dissatisfied with the new version of the character wizard.

1. I have the expectation if I want to enter my dice rolls manually, something you could do in the previous version, that I can enter them under the "Base" section. Not the override section, not the misc section with the values modified to account for the bloody 10s. Like you could in the Base section of the previous version. This above all is unacceptable to me. This is something that is allowed in roll20 and D&D Beyond. If I was judging on whether to purchase a license for this and spend as much money as I have on this, this alone would be a no-go.

2. The race selection also feels like a downgrade from the previous version of the character wizard, seriously. It was so clean in the previous version. now I have to go page by page to browse all the races? This might just be a preference, unlike the dice manual entry which should have been given.

3. Under the Class tab, when I increase the level beyond 1, it starts adding duplicates, triplicates, and way more of the class features. So far I've only tried this with Sorcerer.

To replicate:

Select Sorcerer
Select Devine Soul as the Sorcerous Origin
increase the level from 1 to (choose a number)
observe Divin Magic and Favored by the Gods is added again with each level increase

56399


Really overall this just felt like a downgrade from the previous character wizard. It's not as clean, it feels clunky, and is just irratating.

I'm afraid i have to agree with you @LokV. Having to scroll between equipment choices is a drag.

If i may ask, what was wrong with the old wizard?

Also, there seems to be an issue with the ability scores of the aasimar. Selecting scourge aasimar leaves the wisdom bonus while adding the correct Constitution and charisma bonus. This may also be the case with other races with subraces.

All in all it comes down to subjective preference and taste, but i prefer the old wizard!

superteddy57
February 27th, 2023, 17:15
Thanks for the report. That certainly fell through that the option of choosing the DMG Aasimar wouldn't provide a subrace option and that's where the wisdom bonus is coming from. I will investigate to get that separated.

LordEntrails
February 28th, 2023, 03:42
If i may ask, what was wrong with the old wizard?
Architecture. SuperTeddy had gotten the old one working pretty reliably, but it was created in such a way that it was very hard to continue adding capabilities too and probably would never be able to work with homebrew. Not that the new one can do homebrew well yet, but it has better potential and more importantly will be able to grow as new content is added.

Redfire
February 28th, 2023, 13:39
Character creation wizard has turned in to this:
Races tab:
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Classes Tab:
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Probably the worst part is that the spells tab is completely bugged:
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I did add some extensions which I thought might be the reason but I created a new campaign with no extensions and regardless it is still not fixed.
I'd appreciate some help.

Moderator: Moved to new wizard thread.

Chivalrous1
February 28th, 2023, 13:53
I also found that the spell list on character creation as well as level up cannot be expanded when you make the screen larger. Have to go through so many pages. Especially if you have multiple source modules loaded.

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Zacchaeus
February 28th, 2023, 14:07
Character creation wizard has turned in to this:
Races tab:
56490
Classes Tab:
56491
Probably the worst part is that the spells tab is completely bugged:
56492
I did add some extensions which I thought might be the reason but I created a new campaign with no extensions and regardless it is still not fixed.
I'd appreciate some help.

Moderator: Moved to new wizard thread.

The character wizard has been updated and improved. See the updated video twenty eight here on how to use it https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity

superteddy57
February 28th, 2023, 14:43
I also found that the spell list on character creation as well as level up cannot be expanded when you make the screen larger. Have to go through so many pages. Especially if you have multiple source modules loaded.

56493
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It unfortunately won't expand to the edges as it needs to accommodate for multi-class. I have it on my list to find a better solution, but for now the filter buttons and the search can assist in finding the spell you wish to add.

Redfire
February 28th, 2023, 14:55
Thank you, there is one thing I noticed that seems wrong though. The fighting style does not have a choice. The wizard just gives you all of them and you have to manually remove it.

superteddy57
February 28th, 2023, 15:08
There is no mechanism to setup choices for actions to placed in the actions tab. At the moment it provides all of them instead of none.

superteddy57
February 28th, 2023, 15:15
Character creation wizard has turned in to this:
Races tab:
56490
Classes Tab:
56491
Probably the worst part is that the spells tab is completely bugged:
56492
I did add some extensions which I thought might be the reason but I created a new campaign with no extensions and regardless it is still not fixed.
I'd appreciate some help.

Moderator: Moved to new wizard thread.

Was able to locate the issue with the prepared spells and have a fix that will be pushed with the next update.

Chivalrous1
February 28th, 2023, 15:52
It unfortunately won't expand to the edges as it needs to accommodate for multi-class. I have it on my list to find a better solution, but for now the filter buttons and the search can assist in finding the spell you wish to add.

Is there a way to filter out the duplicate spells? :confused:

Zacchaeus
February 28th, 2023, 16:01
There isn't - other than not opening every book unless you need them. But once you select one then the others will also disappear from the list.

superteddy57
February 28th, 2023, 16:02
Duplicate spells ensures that a custom campaign spell is added to list or a specific spell that was modified for a module. It does remove all of the duplicates when a spell is selected to cut down on the list, but there really isn't another way to cut down on them to ensure all spells from every module loaded is available for selection. I have considered adding a module filter to there, but wasn't sure it would provide the desired of effect of helping with the duplication.

DungeonArchitect
March 9th, 2023, 23:53
Hi, when I level up a char and has a feat to add should that feat suppose to add and show in the Abilities Tab under Feats or I have to add it manually by drag after? Because I choose the feat from wizard (instead of ability improvement lets say) , commit but The Abilities tab under Feats is empty. (I run FG without extensions).

Camberme
March 10th, 2023, 00:46
I've had this same thing happen, posted video on discord. Can reproduce, bran new campaign, no extensions, not just fighter

superteddy57
March 10th, 2023, 01:30
Thank you for the report, will investigate.

wframe
March 10th, 2023, 13:47
I see it has been reported, but I can also confirm that if you add a feat using the wizard, it does not show up on the character sheet. I verified this both through character advancement and by generating a new character (human variant).

paladinesdragon
March 15th, 2023, 20:59
Character wizard Rogue Class > (Level 01) Thieves' Cant > Select Language: there is not an option in the dropdown for thieves cant.

superteddy57
March 15th, 2023, 21:07
The GM will need to make the thieves' cant language as the language list supplies the languages to the selection box.

Zacchaeus
March 15th, 2023, 21:37
Character wizard Rogue Class > (Level 01) Thieves' Cant > Select Language: there is not an option in the dropdown for thieves cant.

Thieves Cant is not a language per se. It's a feature of the class and appears in the abilities tab; so that's why there's no language to select.

superteddy57
March 15th, 2023, 21:40
True, but the character wizard was expanded a bit for homebrew in this area and the GM just needs to add the missing languages or even their own and when a language choice is available it will be selectable.

56716

paladinesdragon
March 15th, 2023, 23:22
True, but the character wizard was expanded a bit for homebrew in this area and the GM just needs to add the missing languages or even their own and when a language choice is available it will be selectable.

56716

Works great. Thank you!

Chivalrous1
March 16th, 2023, 16:18
It unfortunately won't expand to the edges as it needs to accommodate for multi-class. I have it on my list to find a better solution, but for now the filter buttons and the search can assist in finding the spell you wish to add.

Would an easier solution be to just make the spell list a separate tab completely?

superteddy57
March 16th, 2023, 16:37
The spell selection is tied to the class that selects it. This allows the same spell to be chosen with different casting ability and so forth. It cuts down on the action tab group configuring after character creation.

CPJ
March 17th, 2023, 20:46
Unable to select filter source for Race in character wizard... and hence unable to complete a new character.

Zacchaeus
March 17th, 2023, 21:11
Unable to select filter source for Race in character wizard... and hence unable to complete a new character.
If you are using the PHB (only) there is an error (introduced this morning) which meant that it was released without races. I've fixed the issue and it should get released soon.

DungeonArchitect
March 25th, 2023, 12:05
Hi! FG without extensions, only 5e PHB loaded. In Character Wizard all tab all ok except in equipment tab if someone enter a value in GP , SP or any coin field error throws after click 'select starting kit'
"charwizard_equipment.lua:23 bad argument #1 to 'pairs' "

56835

superteddy57
March 25th, 2023, 17:27
It is very inconsistent, but I did add in a check to ensure the error does not appear. Will be available with the next update to the ruleset.

viviolay
April 1st, 2023, 12:55
I'm not sure if intentional - but I did not get an option to choose my ASI when adding a feat. (Observant) at the beginning with race. I feel like I remember this might've been a thing before.
I also cannot modify the base number in manual entry - again- not sure if intentional - I just know it worked in the prior version.
Steps to replicate are pretty much just attempting the above (adding a feat or attempting to adjust the base number for abilities.)

I also noticed if I switch to point buy so that the up/down arrows for abilities show up, then switch back to manual - some of the abilities retain the ability to manipulate via the up/down arrows.

Zacchaeus
April 1st, 2023, 13:43
I can replicate all of that; for the point buy you need to have adjusted at least one stat before changing back to another method to see the arrows.

One thing is that you can't manually adjust the base stat. If you want to manually enter a stat then use the override line.

viviolay
April 1st, 2023, 23:00
Oh, ran across another one today while leveling up my wizard.
Process: Hit level up from within the character sheet with my wizard. Click on the spells section. When I added new spells to my book, they don't get shown as selected the way cantrips did for me when I chose those. I did choose all my spells at once after getting the char to level 2, so I'm not sure if that may have affected things.
I also tried stretching out the window so that all the possible spells could be shown at once/see if it needed more space. But that did not help.
Finally it looks like part of the lettering was cut off in the first line of spells. (like 10%)

Stone804
April 14th, 2023, 21:12
HI, I'm FRUSTRATED:

Can you please bring back the old character building system/leveling, this new one is AWFUL. It's super confusing, you can't see what spells you already selected or already have. And since it takes away your character sheet you can't refer back to your character. It doesn't seem to let you apply your features, it just lets you look at them but then doesn't let you select them. You can add umpteenth spells way beyond your available slots. Many of the spells aren't available (for example cleric should have access to magic missile but doesn't, nor can it access the wizard cantrips if that's a feature you get as part of a special characteristic). Again doesn't show your known spells. It's unclear which spell levels you have available for each "prepared spells" limits. The "commit" screen doesn't show any of the things you've just selected to confirm you did it right. This whole thing is a mess... I'm a DM and I've been playing / using FGU for 3 years and even I can't figure out what my player should even have anymore. It also quadrupled spells for one character and now there's 28 of the same spell listed on their character sheet that I have to manually delete all of them (except one). Did you guys even play-test this with anyone before releasing it? The old leveler wasn't really that great but somehow you made it a lot worse...

I'm sorry if I sound like a jerk but we play every week and this is really affecting the game enjoyment because it's messed everyones character sheets up.

LordEntrails
April 14th, 2023, 21:57
HI, I'm FRUSTRATED:

Can you please bring back the old character building system/leveling, this new one is AWFUL. It's super confusing, you can't see what spells you already selected or already have. And since it takes away your character sheet you can't refer back to your character. It doesn't seem to let you apply your features, it just lets you look at them but then doesn't let you select them. You can add umpteenth spells way beyond your available slots. Many of the spells aren't available (for example cleric should have access to magic missile but doesn't, nor can it access the wizard cantrips if that's a feature you get as part of a special characteristic). Again doesn't show your known spells. It's unclear which spell levels you have available for each "prepared spells" limits. The "commit" screen doesn't show any of the things you've just selected to confirm you did it right. This whole thing is a mess... I'm a DM and I've been playing / using FGU for 3 years and even I can't figure out what my player should even have anymore. It also quadrupled spells for one character and now there's 28 of the same spell listed on their character sheet that I have to manually delete all of them (except one). Did you guys even play-test this with anyone before releasing it? The old leveler wasn't really that great but somehow you made it a lot worse...

I'm sorry if I sound like a jerk but we play every week and this is really affecting the game enjoyment because it's messed everyones character sheets up.
The original character generation method, drag and drop, is still functional.

If you mean the original Character Wizard, it had major architectural flaws that could not be resolved and I can't imaging it being made available.

I do agree that the current wizard has a lot of room for improvements. Myself I don't like how the die/ability tab works. And the second part is I've noticed that the spells selection part is.. unintuitive and allows you to move past it (green mark) without any indication you need to select spells.

But as for enforcing limits (like number of known spells), FG never does that. It allows for homebrew etc.

I do really like the idea of the Commit tab having a character overview, that would be great.

I plan on putting together a list of suggested improvement and adding them to the Wish List. I suggest you do the same :)
Idea Informer » Feedback 2.0 (https://fgapp.idea.informer.com/)

Zacchaeus
April 14th, 2023, 22:08
You can still open your character sheet whilst the Level Up window shows; just open the sheet as normal from the character window. See my screenshot.

The Wizard doesn't limit the number of spells you can choose (as has always been the case). It also doesn't show the spells already chosen at a previous level in the wizard since the wizard doesn't know what spells are on the character sheet.

My commit screen shows what has been selected; see my screenshot. Are you running any extensions that might interfere with that screen?

I'm assuming that the Cleric having access to Magic Missile is via a Domain? If so Domain spells aren't shown on the wizard since those are just granted by the ability. You'll find the domain spells linked to the domain (Open the level window by clicking on the magnifying glass at the end of the line and then click on the domain link and then on the domain spells). Domain spells you would normally set up in a separate domain spell power group and the spells can be dragged in and dropped on that group from the list shown on the domain spell list).

I'm not sure why one of your players has 28 spells of the same spell. Once a spell is chosen from the list of available spells it is removed from the list that can be selected; so can't be selected again.

Stone804
April 15th, 2023, 22:49
You can still open your character sheet whilst the Level Up window shows; just open the sheet as normal from the character window. See my screenshot.

The Wizard doesn't limit the number of spells you can choose (as has always been the case). It also doesn't show the spells already chosen at a previous level in the wizard since the wizard doesn't know what spells are on the character sheet.

My commit screen shows what has been selected; see my screenshot. Are you running any extensions that might interfere with that screen?

I'm assuming that the Cleric having access to Magic Missile is via a Domain? If so Domain spells aren't shown on the wizard since those are just granted by the ability. You'll find the domain spells linked to the domain (Open the level window by clicking on the magnifying glass at the end of the line and then click on the domain link and then on the domain spells). Domain spells you would normally set up in a separate domain spell power group and the spells can be dragged in and dropped on that group from the list shown on the domain spell list).

I'm not sure why one of your players has 28 spells of the same spell. Once a spell is chosen from the list of available spells it is removed from the list that can be selected; so can't be selected again.

Thanks to both you and Lord Entrails for the prompt replies.

Between you and my friend I've been able to clean up the issues. Part of this is definitely the complexity of the cleric class and the double-classing the player did. I would like if they did a better job of designating which spells came from which thing, like if there were an indicator of where a particular spell came from (domain bonus, multi-class skill, etc.) like a small i (for info) in a circle and you hover over it and it just says "comes from Arcana Domain feature" or something like that.

I understand allowing for home-brew, but perhaps a "standard recommended spells" somewhere on the actual sheet would be helpful, because tracking the number of spells with all the bonuses etc is super tricky. Why even have a spell adder in the leveler if it doesn't have access to all the spells is sort of how I feel, that's confusing.

The features problem is an "I'm a doofus" thing. I was thinking it was a choice, but in fact it was a "you get all 3 of these" situation.

Learning curves... sigh... Thanks again!

superteddy57
April 16th, 2023, 00:29
The current version of the wizard has the same level of features as the previous version. The only thing that has changed is the foundation it was built on for future expansion from other projects in the works and the cleaning up of the visuals. The spell selection was there in the prior version and never worked right with that version. I cleaned out those parts that were incomplete and non-functional. The major issue related to spell selection is the actions tab has no way of tracking how a spell was acquired. So without imposing restrictions that would limit and cause more issues, it is a bit more free form. The features and traits that add spells are outside of the scope of the wizard at this time and will be addressed when we circle back to expand the feature.

Stone804
April 16th, 2023, 01:34
The current version of the wizard has the same level of features as the previous version. The only thing that has changed is the foundation it was built on for future expansion from other projects in the works and the cleaning up of the visuals. The spell selection was there in the prior version and never worked right with that version. I cleaned out those parts that were incomplete and non-functional. The major issue related to spell selection is the actions tab has no way of tracking how a spell was acquired. So without imposing restrictions that would limit and cause more issues, it is a bit more free form. The features and traits that add spells are outside of the scope of the wizard at this time and will be addressed when we circle back to expand the feature.

Thanks for the background info and all the hard work. I know that building a system (and also clearing bugs and old code) is a lot. Thanks for continued improvement.

paladinesdragon
May 3rd, 2023, 17:43
FYI - The bard class gets tool proficiency in three musical instruments; only one dropdown shows up in the character wizard.

superteddy57
May 3rd, 2023, 21:06
Thank you for the report. I'll have a look. Which module was it from or was it all of them?

Zacchaeus
May 3rd, 2023, 21:29
Thank you for the report. I'll have a look. Which module was it from or was it all of them?

I confirmed just with the PHB open.

Vass_Dts
June 2nd, 2023, 20:21
Character Creation wizard bug involving the Artificer class from Tasha's.

During Character Creation and/or level up, the Character Wizard treats the Artificer as a full caster instead of a half-caster. For instance, an artificer shouldn't be prompted to select 2nd Level Spells when they hit 3rd level (as a wizard would). Instead, they should be prompted to do so when they reach level 5 (like a paladin).

The character sheet itself however does display the correct number and level of spell slots. :)

superteddy57
June 5th, 2023, 16:11
I was able to locate the issue and will have a fix for this report. As the ruleset is currently in lockdown, it may take some time for the update to be pushed LIVE.

Tave
June 6th, 2023, 18:43
What do you mean when you say "the ruleset is currently in lockdown"? Is 5E no longer allowed to be updated?

Zacchaeus
June 6th, 2023, 19:31
What do you mean when you say "the ruleset is currently in lockdown"? Is 5E no longer allowed to be updated?

It means that the next version of the ruleset is in TEST; and until that process finishes there will not be any updates to the Live version. Once the test period is over then the ruleset will move to live. It just means that amendments to the ruleset won't be live as quickly as it might be if there wasn't a major update on the horizon.

See here for further details https://www.fantasygrounds.com/forums/showthread.php?77868-Beta-Release-2023-06-Ruleset-Updates

superteddy57
June 6th, 2023, 19:32
The update that is currently in the TEST channel has many changes that affect many rulesets. A lot of foundation changes and new features that currently can't be pushed LIVE without the full update. Thus, the ruleset is currently not able to be available LIVE till the TEST version goes LIVE.

Vass_Dts
June 6th, 2023, 23:35
Super cool. Whenever you're ready. I'm in no rush. :P I've been meaning to post this since February actually (I have an artificer in my party), but I kept forgetting. :P :P :P

Tave
June 7th, 2023, 02:02
Thanks for the clarification on the lockdown. I got worried for a minute with all the stuff going on with D&D recently - thought maybe Wizards was pulling some shenanigans.

tslewis123
August 5th, 2023, 08:21
I made a rogue character and noticed that it only got one dagger. It says that rogues are supposed to get two daggers, and it even says two daggers when selecting starting equipment, but only one dagger appears in my character's inventory. Why does it only add one dagger instead of two?

Zacchaeus
August 5th, 2023, 09:51
I made a rogue character and noticed that it only got one dagger. It says that rogues are supposed to get two daggers, and it even says two daggers when selecting starting equipment, but only one dagger appears in my character's inventory. Why does it only add one dagger instead of two?

This will be a bug in the Character Wizard so I've moved your post into the CW bugs thread.

tslewis123
August 5th, 2023, 19:59
I tried manually adding a second dagger to my character's inventory, but it still only shows one dagger equipped in the weapons section of the actions tab. I then tried dragging and dropping a dagger into the actions tab, but it still didn't show a second dagger in my weapons. This really should be fixed so players can dual-wield two of the same weapon.

Zacchaeus
August 5th, 2023, 20:29
If you add a dagger to the inventory (by manually dragging one in or via the Character Wizard) you should get two dagger weapon lines in the actions tab; one for thrown and one for melee. By clicking on the thrown symbol you can change that to melee and by clicking on the hand symbol you can change it to off-hand. So, with some manual intervention you'll get your two weapon lines for main and off hand (You can also edit the names in the actions tab if you like and you can add another dagger and it will create two more weapon lines)

Nyarly Dude
August 5th, 2023, 22:37
In practice, unless the weapons have different properties or the ruleset were changed to automatically track bonus action usage for two-weapon fighting, it doesn't actually matter. 5E doesn't have primary hand/off-hand modifiers, so attacking with dagger #1 in one hand is completely identical to an attack with dagger #2 in the other hand.

In other words, you only need one entry. Just use it for both attacks. Use a separate button to add the appropriate sneak attack damage bonus that expires on the next roll, and use it as appropriate.

tslewis123
August 5th, 2023, 22:52
If you add a dagger to the inventory (by manually dragging one in or via the Character Wizard) you should get two dagger weapon lines in the actions tab; one for thrown and one for melee. By clicking on the thrown symbol you can change that to melee and by clicking on the hand symbol you can change it to off-hand. So, with some manual intervention you'll get your two weapon lines for main and off hand (You can also edit the names in the actions tab if you like and you can add another dagger and it will create two more weapon lines)

I tried what you suggested and found out that I can't equip them separately. Equipping one automatically equips the other, and vice versa. That makes it impossible to equip one dagger and one other weapon. Is there a way to get around that?

Laerun
August 6th, 2023, 08:24
I tried what you suggested and found out that I can't equip them separately. Equipping one automatically equips the other, and vice versa. That makes it impossible to equip one dagger and one other weapon. Is there a way to get around that?

Use the single dagger as mentioned below with the "O" for off handed attacks when necessary and applicable. If you have another weapon equipped, use it in conjunction with your dagger attack. If you are attacking with two daggers, you will use the same equipped dagger and just toggle the damage as required. There's no need to complicate the action tab weapons. The inventory mainly allows you to equip, manage, and track weight. Two daggers in your inventory would equate to two amo if you intend to throw the daggers. If it's that critical to display two separate daggers independently of each other just add one with an edited weapon name like Left and Right weapon labels in your inventory tab.

Zacchaeus
August 6th, 2023, 09:17
I tried what you suggested and found out that I can't equip them separately. Equipping one automatically equips the other, and vice versa. That makes it impossible to equip one dagger and one other weapon. Is there a way to get around that?

Yes, as I said above; if you rename the weapons in the actions tab you can add another dagger. However unless you have a real burning need to continually equip and un-equip weapons just change the attack type and the hand icon so that one dagger fulfils both your main and off hand attack. If you are dual wielding two weapons of the same name you will need to rename one of them so that the second one appears. But with daggers you can do both with one weapon.

stoehovve
August 19th, 2023, 17:07
Theres an issue with the character wizard when attempting to level up a Barbarian using the "Path of the Giant" primal path. Their level 6 feature called Elemental Cleaver does not appear in the listing of features gained within the CW panel:

58587

Seems like it also happens at level 10:

58588

And the same at level 14, and yes this worked at level 3 when my test character gained their level 3 features.

Zacchaeus
August 19th, 2023, 18:12
I see that but I can't explain why. I don't think it's a problem with the module so I've moved this to CW bugs so Dominic can have a look.

superteddy57
August 19th, 2023, 22:08
I have pushed a fix to be pushed with the next TEST version update. Until the ruleset is no longer in lockdown will it go LIVE.

Halahad
September 8th, 2023, 09:46
Hello. When choosing a specialization, is it possible to somehow read what kind of specialization it is, what ability are in it, etc? Like about race.

For example, if you click on “dwarf” in character wizard, a window will open with complete information on this race. It is very convenient for players, especially beginners.
I mean, this one click vs three clicks, when player need to get information about specialization (Classes tab click> "searching right book" click> specialization click)
For example, if you choose specialization "Path of Wild Magic" for barbarian at level 3 you need to go in Classes tab, then you need to search right barbarian souce (Tasha), next step you need scroll down to all specialization, and only then you can find information about Path of Wild Magic.

Zacchaeus
September 8th, 2023, 14:16
No, there's no link in the character wizard drop box for the specializations that you can pick. You can see the full class details by clicking on the hyper link to the class in the class page when you first select a class. You can also click on the magnifying glass at the end of the class line in the character sheet to open the class (you can also open the specialisation from there as well if the character already has one).

Halahad
September 8th, 2023, 18:07
Is there a chance that a hyperlink directly to the specialization will appear in the future? Maybe make the choice of subclass in the same way as choosing a race/class? To be able to insert a hyperlink into the title.
The methods you suggested are still quite cumbersome.
For example: The player clicks on the barbarian class with the source filter selected Tasha's couldron for player. He will see only those specializations that are presented specifically in this book. In order to see other specializations, the player still needs to select each book in the filter and view the specializations separately.

superteddy57
September 8th, 2023, 18:18
We love hearing feedback from the community, and this will be added to my notes for future plans. There is no plans at this time for expansion.

Halahad
September 8th, 2023, 18:24
Thanks a lot. I really hope that this will be done someday, because it will make life much easier for both players and GMs :)

Halahad
September 24th, 2023, 01:49
I noticed something. When selecting a class in the character wizard, a player need to select the source of class correctly. For example:
A player creates a Sorcerer. There are 4 sources in total: PHB, SCAG, TASHA, XGtE. For example, a player wants to create a sorcerer with a Draconic bloodline specialization. To do this, he must select a sorcerer specifically from the PHB source, otherwise, all the features for this specialization will not appear on his sheet and will not be added with a level increase. This also applies to other classes which specializations is not selected at the first levels. What I'm getting at is that if you don't know about it and notice it too late, you can get stuck fixing it for quite some time. Is there any workaround for this?
Or should I ask players to decide on specialization EARLY so that they choose the right source when creating a character?

Chivalrous1
September 24th, 2023, 04:18
I noticed something. When selecting a class in the character wizard, a player need to select the source of class correctly. For example:
A player creates a Sorcerer. There are 4 sources in total: PHB, SCAG, TASHA, XGtE. For example, a player wants to create a sorcerer with a Draconic bloodline specialization. To do this, he must select a sorcerer specifically from the PHB source, otherwise, all the features for this specialization will not appear on his sheet and will not be added with a level increase. This also applies to other classes which specializations is not selected at the first levels. What I'm getting at is that if you don't know about it and notice it too late, you can get stuck fixing it for quite some time. Is there any workaround for this?
Or should I ask players to decide on specialization EARLY so that they choose the right source when creating a character?

I would think that the easiest way to resolve this would be to combine all entires into one so that you actually only have 1 source to choose from. I have also noticed that when creating a character, the class abilities will actually all show up. Example, I created an Cleric for an NPC (I used the character Wizard and just created it as if it were a PC, and every Domain specials were added from all domains, from all books.

superteddy57
September 24th, 2023, 05:43
I noticed something. When selecting a class in the character wizard, a player need to select the source of class correctly. For example:
A player creates a Sorcerer. There are 4 sources in total: PHB, SCAG, TASHA, XGtE. For example, a player wants to create a sorcerer with a Draconic bloodline specialization. To do this, he must select a sorcerer specifically from the PHB source, otherwise, all the features for this specialization will not appear on his sheet and will not be added with a level increase. This also applies to other classes which specializations is not selected at the first levels. What I'm getting at is that if you don't know about it and notice it too late, you can get stuck fixing it for quite some time. Is there any workaround for this?
Or should I ask players to decide on specialization EARLY so that they choose the right source when creating a character?

It should be working the same for specialization for each of those classes. So the second part of the process should be the same no matter the one selected as they share the same name for the base class. I will check on it and see if I can replicate what you are seeing.


I would think that the easiest way to resolve this would be to combine all entires into one so that you actually only have 1 source to choose from. I have also noticed that when creating a character, the class abilities will actually all show up. Example, I created an Cleric for an NPC (I used the character Wizard and just created it as if it were a PC, and every Domain specials were added from all domains, from all books.

All sources are provided, as a popular request, to pick a record from a particular source. Not all sources could have the same features or even the same bonuses as another source. An example would be the UA material or a third party supplement. This is geared towards making RAW, homebrew, and 5E compatible products stand side by side. Combining them would only make one available and not have the option of choosing any of the others. So providing all of them will allow the player to choose the exact one that they intended to use. We do provide filters to help cut down on the duplication and a search control as well.

Zacchaeus
September 24th, 2023, 08:53
I would think that the easiest way to resolve this would be to combine all entires into one so that you actually only have 1 source to choose from. I have also noticed that when creating a character, the class abilities will actually all show up. Example, I created an Cleric for an NPC (I used the character Wizard and just created it as if it were a PC, and every Domain specials were added from all domains, from all books.

This can't be done because it would break every character ever created since the links to the specializations would not be where they were expected to be. It's possible to do this now for more recent books since specializations are separate from the classes. However before that specializations were tied to the class; hence the need to replicate the full class in each book where there were new specializations.

Weepdrag
October 4th, 2023, 19:46
Is there a way to select from a list of FEATS in the current incarnation of the Character Wizard? If so, what would the syntax look like? I can see the "You gain one FEAT of your choice" , but how how to say "You gain one FEAT from 'this list'" is the question.

Thanks for any replies

superteddy57
October 4th, 2023, 20:22
Depends on the record type. If this is for races the title for the trait should just say Feat and the text should follow similar to how variable human is setup. If it's for a class, then it won't work as those are hard-coded to the naming of the feature. But there is no way to feed only a certain set of feats.

Weepdrag
October 4th, 2023, 20:54
Thanks for the quick reply,
This was for racial feats that the player is getting a choice of. I sort of used the variant Human as a template but it allows ANY feat from the list unfiltered.
Thanks again, we'll do that manually

Weepdrag
October 7th, 2023, 22:13
Are languages hard coded for Humans in the Character Wizard? It doesn't matter what I put in as racial traits (Human Sub-Races), Character Wizard gives back Common and one extra language of your choice. I haven't checked the other Sub-Races to see if their languages are locked in as well. It would seem to defeat the reason for having languages in the Racial Traits for a Race.
The languages have been created and I'm using the following syntax on the Sub-Class Traits:
You can speak, read, and write Zahind and Suh and Ancient Baklunish.

Character Wizard returns Common and a "Pick One" pull-down

Thanks in advance

superteddy57
October 7th, 2023, 22:27
Languages pull from the language list of the campaign. If you want a new language available, then one would have to be added there as well as within the trait itself.

Weepdrag
October 7th, 2023, 22:41
I added the languages into the campaign. but it still ignores the sub-race trait. Does the Character Wizard read the RACE first and take that result, disregarding the SUB-RACE language information?

Try creating a Human sub-race that ONLY speaks Elvish (NO COMMON) and try to create a character, you'll see what I mean.

BTW, this in 5E ruleset.

superteddy57
October 7th, 2023, 22:43
I will have to look it over on Tuesday, but it factors races and sub-races exactly the same. If it see's a trait named Languages, it parses it and tries to pull out the request from the text. I'm not near my computer at this time to verify, but wanted to relay the logic.

Weepdrag
October 7th, 2023, 22:46
Thanks, I'm going to try and remove the Language information from the HUMAN (Race) and see what happens.

*** UPDATE ***
With the Languages information removed from the RACE (Human), the Character Wizard reads the Sub-Race Language information as it should. Having the information in the RACE does appear to block any further reading of the Sub-Race Language information.

LordEntrails
October 7th, 2023, 22:51
Capitalization matters

Weepdrag
October 7th, 2023, 22:57
Yep, all capitalization is in place. As I posted previously, once the Language Trait was removed from the RACE (Human), it all works fine.

Weepdrag
October 7th, 2023, 22:59
Now I just need to figure out if there is an "OR" statement for Languages as well as an "AND"

Correction, I guess the "AND" isn't available either.:cry:

The syntax:
"You can speak, read and write XXX", where XXX is a list of languages. The list of languages is separated by "and ", doesn't seem to apply

Akio Reika
November 6th, 2023, 00:29
SUPPORT-23906 Eberron Rising From the Last War causing spells not to be on the selectable list at character creation.

I was sent by support here to post this issue. When I load the Eberron Rising from the Last War book into a campaign, it causes spells in various class spell lists to not have all of the available spells for selection during character creation or the level up tab after the character is created. When I unload the Eberron book the spells go back to normal. I tested this with the Artificer at character creation and I have attached the screen shots of the spell lists available when both Tasha's and Eberron are loaded, when Eberron and not Tasha's is loaded, and when Tasha's and not Eberron is loaded. Is there a fix for this?

Zacchaeus
November 6th, 2023, 10:36
I've identified an issue with the spell lists in Eberron which I think is the cause of this problem. I've fixed it and submitted new files which should get released shortly.

Akio Reika
November 8th, 2023, 05:31
Thanks for looking into it @Zacchaeus! You guys are great!

Metlore
November 21st, 2023, 05:39
Ruleset: 5E
FGU: latest Version
Extensions FR Languages, D&D theme
Modules Loaded: PHB, DMG, MM

Make a character using Character wizard. I selected Dragonborn, Acolyte, Cleric, and selected to choose my equipment from the options list

Character sheet does not get populated with my starting gold from my background, but it used to. Is this intended? I even tried a fresh campaign and same result.

superteddy57
November 21st, 2023, 05:55
5E ruleset is currently on lockdown due to the latest BETA build on TEST. I used that version to try and replicate, but was not able to get the same results as you have. I attempted also both methods of using the kits and starting wealth option. Both added the gold from the equipment tab to the sheet when I committed. I might need more information on the steps you took.

Metlore
November 21st, 2023, 06:39
5E ruleset is currently on lockdown due to the latest BETA build on TEST. I used that version to try and replicate, but was not able to get the same results as you have. I attempted also both methods of using the kits and starting wealth option. Both added the gold from the equipment tab to the sheet when I committed. I might need more information on the steps you took.

Do you have to manually type the gold from your background in the equipment tab or should it automatically populate with the gold? In past character wizard versions, it would automatically add the gold.

superteddy57
November 21st, 2023, 06:43
It should populate once you have selected either the kit button or the starting wealth button. Starting wealth will give access to another button to roll your starting wealth that should enter in the result (plus your background gold) into the GP box in the wizard. If nothing is displayed in that box then it won't add any gold once committed.

dark909f
November 21st, 2023, 06:52
When I go into the Abilities tab, this error shows up and i can't edit my abilities, none of the methods will work.

Metlore
November 21st, 2023, 07:02
It should populate once you have selected either the kit button or the starting wealth button. Starting wealth will give access to another button to roll your starting wealth that should enter in the result (plus your background gold) into the GP box in the wizard. If nothing is displayed in that box then it won't add any gold once committed.

The starting wealth works exactly as intended but my gold never populates from my selected background if I select the kit option. My only extensions in a fresh campaign is the Forgotten Realms language and the D&D theme.

dark909f
November 21st, 2023, 07:52
ok never mind, i figured out what was wrong, it was an extension conflict.

Zacchaeus
November 21st, 2023, 09:03
It should populate once you have selected either the kit button or the starting wealth button. Starting wealth will give access to another button to roll your starting wealth that should enter in the result (plus your background gold) into the GP box in the wizard. If nothing is displayed in that box then it won't add any gold once committed.

It doesn't appear to be working in the current live build. No starting gold is added it I select a Kit; it is added if I select starting wealth. It does however work on the Test build - so whatever the problem is it's been fixed :)

Metlore
November 21st, 2023, 10:02
It doesn't appear to be working in the current live build. No starting gold is added it I select a Kit; it is added if I select starting wealth. It does however work on the Test build - so whatever the problem is it's been fixed :)

Thanks both you and superteddy for investigating.

meadegendar
December 16th, 2023, 15:55
Not sure if this has been posted already, but If a sorcerer picks Divine Soul, they should have access to the Cleric spell list. In the CW, it did not show any spells from that list. Obviously, I had to drag those spells to my player's sheet. Not a biggie, just wanted to point that out.

superteddy57
December 16th, 2023, 16:13
Unfortunately there is not mechanism at this time to provide other spell lists based on archetype chosen. It's based on the base class. An expansion is being looked at to provide more options.

tslewis123
December 22nd, 2023, 02:43
For some reason, the character wizard doesn't provide all of the proficiencies available to some backgrounds. For example, the criminal background is supposed to give proficiency with one gaming set and thieves' tools. Instead, it adds thieves' tools to a list of gaming sets and makes you pick from it. You're supposed to get both proficiencies, not either/or. The soldier and folk hero backgrounds do the same thing with land vehicle proficiency. They should really fix that in a future update.

superteddy57
December 22nd, 2023, 13:29
I verified this and have pushed a fix in for review.

tslewis123
December 24th, 2023, 20:05
Thanks. Unfortunately, the criminal background still doesn't let you pick a different tool proficiency if you already have proficiency in thieves' tools.

Zacchaeus
December 24th, 2023, 20:16
Thanks. Unfortunately, the criminal background still doesn't let you pick a different tool proficiency if you already have proficiency in thieves' tools.

I don't think the fix has been released yet.

Moon Wizard
December 25th, 2023, 00:37
All changes are in Live; so we’ll have to look in the new year, since superteddy57 is out next week.

Regards,
JPG

tslewis123
December 25th, 2023, 18:37
The Harper Agent background has an extra skill proficiency box. It gives you insight and two other skills instead of insight and one other skill. Also, the languages tab for the MotM Lizardfolk race is completely empty.

adisonunsworth
January 15th, 2024, 01:38
I tried to make a character in the Character Wizard with the oath of devotion and it provides a warning when choosing a subclass. Is there a common mistake made or is this a normal bug that people deal with.

superteddy57
January 15th, 2024, 02:04
A fix for this is ready for the next update for the ruleset.

tslewis123
February 7th, 2024, 04:42
The criminal background doesn't let you pick a different tool proficiency if you already have proficiency with thieves' tools.

Moderator: Moved to CW bug reports

Zacchaeus
February 7th, 2024, 14:37
I think this is correct. The Criminal background allows for proficiency in one type of gaming set and Thieves Tools. It doesn't go on to say if you are already proficient in thieves tools select another proficiency. Therefore I think it's thieves tools or nothing. So if you know you are going to select the criminal background I'd suggest not taking thieves tools as a proficiency elsewhere else.

superteddy57
February 7th, 2024, 17:19
The criminal background doesn't let you pick a different tool proficiency if you already have proficiency with thieves' tools.

Moderator: Moved to CW bug reports

Thank you for the report, I'll look into it.

tslewis123
February 7th, 2024, 18:13
I think this is correct. The Criminal background allows for proficiency in one type of gaming set and Thieves Tools. It doesn't go on to say if you are already proficient in thieves tools select another proficiency. Therefore I think it's thieves tools or nothing. So if you know you are going to select the criminal background I'd suggest not taking thieves tools as a proficiency elsewhere else.

Aren't you supposed to be able to pick a different tool proficiency if you get it from another source, like if your background gives you a tool proficiency that your class already gives you?

Zacchaeus
February 7th, 2024, 18:15
Aren't you supposed to be able to pick a different tool proficiency if you get it from another source, like if your background gives you a tool proficiency that your class already gives you?

I don't know if there is a rule to that effect or not; I allow such things but have always considered it a house rule. But there may be one that allows it.

tslewis123
February 7th, 2024, 19:46
It actually is a rule. According to the personality and background section of the Player's Handbook, "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."

superteddy57
February 7th, 2024, 19:49
It actually is a rule. According to the personality and background section of the Player's Handbook, "If a character would gain the same proficiency from two different sources, he or she can choose a different proficiency of the same kind (skill or tool) instead."

I agreed and mentioned I will have a look at the code to make sure it's functioning as it was intended to do. Thieve's Tools has been a problem child as of late due to it being an odd duck in the grand scheme of things within the character creation process. I will take a look at it and see if the system will honor the initial intention. The other skills and proficiencies function as such and this should follow suit.

Lo Zeno
March 8th, 2024, 00:09
When creating a character with the Planar Philosopher background (from Planescape), the Character Wizard makes you select three skills: Arcana, plus two more.
This is wrong: the text of the Planar Philosopher says:
Skill proficiencies: Arcana, the skill associated with your faction, or one skill of your choice.
That's an OR, not an AND. The background should allow only to have Arcana and a second skill. The "or one skill of your choice" is meant to be used by characters who do not subscribe to one established Sigil faction but belong to a minor philosophy or a sect outside of Sigil.

https://www.fantasygrounds.com/forums/attachment.php?attachmentid=60037&d=1709856495
60037

Roadpig921
March 11th, 2024, 19:58
Good day

Game: DND 5e
Adventure: Sleeping Dragon's Wake
Addons: Clear Dead, Friend Zone

During the last level up. the two players who had assets from Xanathar's Guide kept getting an error when trying to level up. All of the other players had no issue. I checked and we all had Xanathar's installed and loaded, I made everyone unload and reload the book and rebooted the program. Still no ability to level up. Both PCs are multiclassed if that makes a difference.

The error we are getting is:
Unable to import. Unable to open class record(s) not loaded.
'Warlock' - (DD Xanathar's Guide to Everything Players)

I just tried to create a new character using the character creator using Xanathar's hexblade subclass and it created a character no issue during creation and during level up.

Please advise.

Zacchaeus
March 11th, 2024, 20:02
Good day

Game: DND 5e
Adventure: Sleeping Dragon's Wake
Addons: Clear Dead, Friend Zone

During the last level up. the two players who had assets from Xanathar's Guide kept getting an error when trying to level up. All of the other players had no issue. I checked and we all had Xanathar's installed and loaded, I made everyone unload and reload the book and rebooted the program. Still no ability to level up. Both PCs are multiclassed if that makes a difference.

The error we are getting is:
Unable to import. Unable to open class record(s) not loaded.
'Warlock' - (DD Xanathar's Guide to Everything Players)

I just tried to create a new character using the character creator using Xanathar's hexblade subclass and it created a character no issue during creation and during level up.

Please advise.

When I updated Xanathar I chamged the way archetypes work to follow the new method (that is the specializations are in their own window class); therefore I think that will confuse the character wizard. You can still level up however via drag and drop.

superteddy57
March 15th, 2024, 16:12
Good day

Game: DND 5e
Adventure: Sleeping Dragon's Wake
Addons: Clear Dead, Friend Zone

During the last level up. the two players who had assets from Xanathar's Guide kept getting an error when trying to level up. All of the other players had no issue. I checked and we all had Xanathar's installed and loaded, I made everyone unload and reload the book and rebooted the program. Still no ability to level up. Both PCs are multiclassed if that makes a difference.

The error we are getting is:
Unable to import. Unable to open class record(s) not loaded.
'Warlock' - (DD Xanathar's Guide to Everything Players)

I just tried to create a new character using the character creator using Xanathar's hexblade subclass and it created a character no issue during creation and during level up.

Please advise.

Can you post a copy of any character that is experiencing this prior to attempting to level up? I need it for testing for new code to fix this issue.

superteddy57
March 17th, 2024, 05:54
I was able to see where the problem may be. I have pushed a fix for review and should be available with the next ruleset update.

Moon Wizard
March 20th, 2024, 02:00
The update @superteddy57 mentioned is now in the patch system. Please run a new Check for Updates, and try again.

Regards,
JPG

adminwheel3
April 20th, 2024, 18:23
I may have overlooked if this already exists, but if not it would be useful to have a summary of expected behavior/known issues broken down by selection box (Race, Class, etc) so the end user doesn't have to read through this thread to see if what they're experiencing is a bug.

For example:

Class
"There is not mechanism at this time to provide other spell lists based on archetype chosen. It's based on the base class."
Abilities
"It's intended that if you are manually rolling dice outside FGU that you use the override."
Adding feats which increase ability scores is not reflected here and must be added manually.
Misc
"There is no mechanism to setup choices for actions to placed in the actions tab. At the moment it provides all of them instead of none."

superteddy57
April 20th, 2024, 18:26
No, there is no list as the feature gets adjusted over time and not in it's final form. It may go through another iteration after this next dev cycle and that list would be moot.

LordEntrails
April 20th, 2024, 19:29
I may have overlooked if this already exists, but if not it would be useful to have a summary of expected behavior/known issues broken down by selection box (Race, Class, etc) so the end user doesn't have to read through this thread to see if what they're experiencing is a bug.

Agree it would be useful. But maintaining such would be tedious, time consuming and a poor use of developer time. My experience shows that once a user gets used to things, it becomes pretty apparent what is there etc. But if a user like me or you wanted to put this together and maintain it, It would happily be stickied on the forums.

My approach is after creating a character or leveling, I first review what shows up in the chat as having been added to the character. Make sure any automation or changes are done the way I want them to be done (such as adding actions, altering scores, etc.). Then go through the abilities tab and make sure everything there is complete as well.

Laerun
April 22nd, 2024, 22:38
With an evolving ruleset, Fantasy Grounds changes, extensions update, and user preferences vary, there is no good way to maintain such an active or current list, or even detailed instructions. By the time anither user finds the guides, they are outdated.
I personally ran into this trying to maintain various character creation manuals. Back in FG Classic times, there were not as many changes or evolutions, so even then it was hard to manage.
It comes down to just using the platform and evolving with it and all of the changes and nuances. And, which does come down to reading through posts, trying things for yourself, finding workarounds, and potentially asking questions, making suggestions, or deciding if chasing updates is worth one's time or efforts.

The Fantasy Grounds VTT platform is never "one and done", especially lately, right now it's being standardized, optimized, updated, fixed, and added to.
Using the app more, exploring the limitations, finding bugs, and seeing the benefits is part of any VTT.

OBG70
May 19th, 2024, 07:46
First time using this as this is my first time with 5E. Rolling up a bard and got to the "background" tab. There was some things I could pick from so I clicked on one to read it. Was Charlatan I believe. Then I closed it and all the options poof disappeared. I changed the sources in the drop down to see if it would bring the list back but it did not. From what I could tell they were essentially the "kit" I am familiar with in 2e so I went looking for a place I could just drag and drop but it isn't obvious where to find them as I type this. Thought I should report this bug.

superteddy57
May 19th, 2024, 08:45
You will need to provide exact steps in replicating your issue or some images of what you are seeing. I'm not able to replicate the issue you are experiencing.

tslewis123
May 23rd, 2024, 19:31
For some reason, proficiency with the tools marked with the kits/sets subtype granted by character backgrounds can't be replaced if you already get them from your class in the character wizard in D&D 5e. I originally thought it was just thieves' tools that had this problem, but it turns out herbalism kit has the same problem.

MOD: moved to 5E Character Wizard thread.

superteddy57
May 24th, 2024, 14:54
I'm currently working on another project and will need greater bandwidth to look this over. So it may be some time till I am able to look this over.

shyPunK
June 23rd, 2024, 18:49
Cleric incorrect ability proficiency - Basic setup

I posted in the tavern but it was suggested that I should post this here.

I think the ability proficiency for saving throws is not working for clerics. The bonus is applied to Wisdom (as it should) and Intelligence (it should be applied to Charisma).

I am using the following modules:

- 5E SRD Data
- D&D Basic Rules – Player
- D&D Starter Set Rulebook (from Dragons of Stormwreck Isle).

as well as the following that I don't think are part of the issue:

- 5E SRD Bestiary
- 5E SRD Magic Items
- D&D Basic Rules - DM
- D&D Dragons of Stormwreck Isle (DoSI)

I have created clerics and imported the DoSI pre-generated cleric. If I look at the character sheet I can see stars to indicate the abilities that have proficiency bonus for saving throws and it shows start next to Intelligence and Wisdom.

I tried to hunt around the modules and rule-sets to see if I could find a table that was causing the issue but I completely failed.

If this is a bug is it likely to be cleared?

Thanks, sPK

Zacchaeus
June 23rd, 2024, 19:49
I'll take a note to fix the Cleric in Dragons of Stormwreck Isle. That should be Wisdom and Charisma and not Intelligence and Charisma.

shyPunK
June 23rd, 2024, 20:16
You must be in the know. It does indeed appear to be a Dragons of Stormwrech Isle issue. Just tested with just the SRD modules and that is fine. Looking forward to the update.

Thanks, sPK

Zacchaeus
June 23rd, 2024, 20:43
You must be in the know. It does indeed appear to be a Dragons of Stormwrech Isle issue. Just tested with just the SRC modules and that is fine. Looking forward to the update.

Thanks, sPK

Just to be clear the Dragons of Stormwreck Isle characters will not work with the Character Wizard. You'll need to use drag and drop to level those up. (At least I'm pretty sure they won't work since they aren't like a standard character).

shyPunK
June 24th, 2024, 10:18
I was able to import the pre-generated characters and having looked this morning (I don't know where I would drag a character from**).

I have also created a character using the character wizard and the cleric has the same problem. See image with list of modules:

61131

Let me know if you need any more information, sPK

Edit ** Ah, yes drag-and-drop for character leveling up.

Zacchaeus
June 24th, 2024, 12:56
I was able to import the pre-generated characters and having looked this morning (I don't know where I would drag a character from**).

I have also created a character using the character wizard and the cleric has the same problem. See image with list of modules:

61131

Let me know if you need any more information, sPK

Edit ** Ah, yes drag-and-drop for character leveling up.

Ok, so as long as you only use the SRD or the Basic rules then the Cleric will end up with the correct saving throw proficiencies. You should not use both the SRD and the Basic rules together; use either one or the other. The SRD includes all of the races and classes but the Basic rules only has a select few. So I'd probably use the SRD. On the other hand the Basic rules has choices for subraces and has more backgrounds. So take your pick.

In addition to that if you are playing Dragons of Stormwreck Isle then there are pre generated characters for use in that module. To add one of them to your campaign open the DM module and then click on pregenerated characters in the library and click the green + button to add them to your campaign. You cannot use these pregens to create characters and if you have the SRD, Basic rules and Stormwreck open then there is a possibility of selecting the pregenerated character instead of the class from the SRD or Basic rules. Since the pregenerated character has a bug in that it's giving proficiency to Intelligence instead of Charisma that is overriding the SRD or Basic rules, rules. So the issue you are having is that you have too many modules open and are selecting a pregenerated character instead of a class. I think the Character Wizard is getting confused by the Stormwreck pregens since I don't believe they should appear as options in the CW.

As I said above if you are using the pregenerated characters then you don't need to create a character either using the Wizard or drag and drop since they are already there. If you want to create character and not use the pregens then don't have the Stormwreck module open and as noted above use only one of the SRD or Basic rules.

As I also noted above if you are using the pregens then do not use the character wizard to level the pregens up. Use drag and drop (in other words open the character sheet; click on classes in the right hand menu, find the class of the character and drag the link icon for that class and drop it into the class area of the character sheet). See this wiki article on how to create characters using drag and drop https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641917/5E+Character+Sheet

All this is explained in more detail in the players module in the reference page Introduction > Using this module in Fantasy Grounds.

In summary there's not an issue with the CW as far as I can see apart from it's picking up pregens from the Stormwreck module.

jimlad42
July 14th, 2024, 23:26
Hello there.
I just did some character creation today, and found a few bugs in the character wizard, one of which took awhile to figure out was a bug for a new player.

The first issue is that feats don't appear in the Commits menu, although they worked fine otherwise. A minor visual error.
61296


The second issue is that if you open the Point Buy menu, use it, and move out of the point buy method, the buttons to lower the base values remains, and pressing one lets you then tweak all the values like it's using the point-buy method instead of what's selected.
Which really confused us for awhile, as we didn't understand how his values could have changed from the numbers he rolled until he showed us a screenshot, and we had to then figure it out outside of the wizard after the fact.
61297

superteddy57
July 14th, 2024, 23:48
Thanks for the report. I'll look this over and see what might be causing those issues.

Nylanfs
July 17th, 2024, 06:09
Got a script execution error when switching from Abilities to Background. Most likely related to the Ultramodern5e Redux book I have loaded.

FG v4.5.9 fully updated as of two hours ago.
No extensions
Modules Loaded: I have the Player's Handbook, the UltraModern5e Redux, Pathfinder Flip-map, Decks

61326

superteddy57
July 18th, 2024, 08:01
The character wizard never had the Ultramodern 5e system in mind. I'm going to try and see why it's causing that error, but may take a bit of time to see an update with the latest beta that is currently in place.

Nylanfs
July 18th, 2024, 17:24
That's what I figured, and since it's an older source from before the character wizard existed, IIRC, I could imagine there being some issues. :)

TheFox
September 19th, 2024, 16:37
Hi. Just loaded up D&D 2024 PHB. going through the character wizard it appears to ignore my choice for kit; creating a fighter, given choice between chainmail & greatsword or studded armor & longbow or 150 gp, I opt for studded armor & longbow, but when I open inventory I found it was populated with chainmail & greatsword et al. ran through the process a couple of times with the same result. was able to manually adjust.

Moon Wizard
September 19th, 2024, 16:54
Thanks for reporting. We'll take a look.

Regards,
JPG

Lo Zeno
September 19th, 2024, 17:06
I probably reported it to the wrong thread, so I'm going to copy this here. Please disregard if it's already investigated:

This happens to me with no extensions loaded and only the new PHB loaded.
Using the character wizard, trying to create a Druid or a Paladin (I haven't seen it happen with other classes yet), after having selected the class options and spells for level 1, select the Noble background; when choosing whether you want 3 abilities +1, or One +2 and One +1, select the One +2 and One +1: the console shows the following error

[ERROR] Script execution error: [string "5E:charwizard/scripts/decision.lua"]:100: attempt to index global 'choice' (a nil value)
The same error shows up again once selected an ability for the +2.

Now save the character, and try to level up using the character wizard again: as soon as the "level up" button in the character wizard is pressed, this error appears:

[ERROR] Script execution error: [string "5E:..ripts/manager_charwizard_abilities.lua"]:45: attempt to index local 'w' (a nil value)
It's possible to save the character at this point, but the options are not correctly shown (e.g. no option for the paladin to choose the fighting style). If instead of saving one decides to CANCEL and quit the character wizard, and try the LVL UP button in the character class/level box again, the character wizard appears, the same error appears again ([ERROR] Script execution error: [string "5E:..ripts/manager_charwizard_abilities.lua"]:45: attempt to index local 'w' (a nil value)) but the character wizard doesn't show any class feature anymore (and doesn't allow to select new spells either)

Video for clarity: https://1drv.ms/v/s!AhU4e1ugaj2RhJNypOaC8JqoYATenA?e=CoKP8M

Moon Wizard
September 19th, 2024, 17:27
@TheFox,
A fix has been pushed for this issue. Please run a new Check for Updates, and try again.

@Lo Zeno,
Here is fine; though there is a 2024 bugs thread sticky in the 5E forum where most reports are going. I'll take a look at those.

Regards,
JPG

Moon Wizard
September 19th, 2024, 18:01
@Lo Zeno,
A fix has been pushed for the choice error on the Background ASI. I wasn't able to recreate second item, but I added a check to keep the script error from happening if that call happens in Level Up again. Please run a new Check for Updates to get the latest version.

Regards,
JPG

Lo Zeno
September 19th, 2024, 21:06
@Moon Wizard
The ASI error is fixed, and the error appearing when trying to LVL UP is not happening anymore (I guess they were connected? Possibly); there's still an issue with the paladin's fighting style though: when I try to Level Up from level 1 to 2, the Fighting Style option doesn't let me choose if I want a fighting style OR the blessed warrior option:
62073
It works fine if I do drag&drop instead:
62074

Moon Wizard
September 19th, 2024, 21:14
Yes, that's something that we are working on now. There are several class "feature choices" that were added to the PHB classes in 2024. We already have it working for drag and drop; and Dominic is currently working on that capability for the CW.

Regards,
JPG

Lo Zeno
September 20th, 2024, 08:58
Yes, that's something that we are working on now. There are several class "feature choices" that were added to the PHB classes in 2024. We already have it working for drag and drop; and Dominic is currently working on that capability for the CW.

Regards,
JPG

Brilliant, good to know
Thank you

superteddy57
September 20th, 2024, 14:11
Brilliant, good to know
Thank you

I think it's showing progress.

62086

Lo Zeno
September 20th, 2024, 14:16
I think it's showing progress.

62086
Indeed! That is beautiful to see

SalicCrane
October 7th, 2024, 01:55
I just purchased fantasy grounds unity yesterday.

Creating a character using the character wizard for 5E 2024, I have yet to purchase the players handbook so I’m using the free rules for now.

When it comes to language selections, it seems like I can only choose draconic when I am dragonborn not on any other species.

Thank you.

Zacchaeus
October 7th, 2024, 09:32
I just purchased fantasy grounds unity yesterday.

Creating a character using the character wizard for 5E 2024, I have yet to purchase the players handbook so I’m using the free rules for now.

When it comes to language selections, it seems like I can only choose draconic when I am dragonborn not on any other species.

Thank you.

Dragonborn isn't even a possible species selection from the Free rules; Draconis is a possible language selection from the Legacy rules but again Dragonborn isn't a possible race selection. So I'm not sure what you are using. But Draconic is not a possible language selection for any species in the 2024 rules. Someone noticed this and commented on one of my YouTube videos and it has been passed on to the developers.

Nexos
October 7th, 2024, 10:07
Hello people!

Yesterday I was playing around with the Character Wizard for 5E 2014 (Legacy). There are two things that I'm confident could be done in the past and that now are not possible, namely:

- Selecting ASI a-la-Tasha for PHB races (allowing a Rock Gnome to take a +1 Dex instead of Con, for example);

- When selecting spells, I could not filter them per level, e.g. separate Cantrips from 1st-level spells;

I can't provide screenshots right now as I'm in the office but I will be able to post them later if required.

SalicCrane
October 7th, 2024, 15:46
62292

I took a screenshot of the 5E 2024 players handbook. I had purchased it on D&D Beyond. It does list draconic as a possible language selection.

Zacchaeus
October 7th, 2024, 16:23
62292

I took a screenshot of the 5E 2024 players handbook. I had purchased it on D&D Beyond. It does list draconic as a possible language selection.

Indeed, it's already been reported and fixed. An update will go out tomorrow.

Lazarus1485
October 7th, 2024, 21:19
Hello,

We've been having a few issues creating an Aasimar Protector - Noble - Wizard
Like nexos I'm also unable to filter spells by level.

When selecting the 'Noble' background
The language selection drop down is gone, "One of your choice" appears under languages on the char sheet.
The Tool selection drop down is gone and nothing is added to the char sheet

Background features are not appearing in the Features section on the Abilities tab.
For example Retainers & Position of privilege from Noble.
(this maybe affecting all backgrounds)

Aasimar Protector has the 'radiant soul' ability.
On the actions tab the default coding is adding CHA to the damage roll (like a celestial warlock), rather than adding LVL.

The 'radiant soul' effects are added to the character sheet at L1 even though they are not available until L3.

Recreation:
Create a new 5e campaign, no extensions
load phb / volos guid (these are the 2014 Legacy versions)
set Game:Rules Version = Legacy

Create a new char using the char wizard.
Race: Aasimar sub race: Aasimar Protector
Class: Wiz Background: Noble

Moon Wizard
October 8th, 2024, 04:08
@Nexos,
Thanks for reporting.
* We're still figuring out how we want to re-add in the Tasha's option for Legacy species in the CW with all of the changes under the hood.
* Looking into the missing filters for CW spell selection.

@Lazarus1485,
Thanks for reporting.
* Looking into the language issue on 2014 backgrounds (Noble).
* I did see the Tool Proficiency drop down in my local version I'm working on; but I'll double check after I look at the others.
* Looking into missing features for 2014 backgrounds on the PC sheet.
* Will fix the Radiant Soul to match the Aasimar version for now. Issue is that Celestial Warlock has alternate version that is different. Will have to look at that one later.
* For level-based racial abilities, we do not have a way to add racial abilities at later levels; so all racial abilities are added to the PC sheet at L1. The player will need to look at the feature.

Regards,
JPG

Moon Wizard
October 9th, 2024, 01:19
@Nexos / @Lazarus1485,
https://www.fantasygrounds.com/forums/showthread.php?82952-Release-Updates-for-October-8th-2024

Regards,
JPG

Nexos
October 9th, 2024, 11:47
Thanks for the quick fixes. The spell filter is working like a charm.
I ought to report that I'm able to select the same proficiency twice (I believe it used to dynamically change the dropdown forms to prevent the user from doing so):

62311

Good luck with the ASI modification, I hope it will come soon enough!

MatticusNWN
October 9th, 2024, 15:57
When creating a character with the Character wizard, there is a button to generate starting wealth when you use this button it removes all items so the character can buy their items instead as is intended in the rule set. I had some new players start today who of course wanted their starting 10 or 15gp and clicked the button.

Feedback I have is to either have this labelled more clearly, or have it so you can undo that step if you click the button but didn't intend to.

Secondarily, and I'm not sure this is character wizard related, when the players leveled up from 1 - 2, every single characters stats were set to 10. See below images
62312
62313
62314

Moon Wizard
October 9th, 2024, 17:13
@MatticusNWN,
Thanks for the reports.
* For the starting wealth, setting the value to zero (or pressing Delete/Backspace) on the wealth field will reset the starting wealth roll, and restore kit selection.
* I'll take a look at the ability issue.

Thanks,
JPG

Moon Wizard
October 9th, 2024, 19:28
Just pushed a hot fix for the CW level up ability issue. Please run a new Check for Updates.

Regards,
JPG

MatticusNWN
October 9th, 2024, 20:24
@Moon Wizard

Tested the starting wealth, works as described, I have increased my knowledge so I can share with others, thank you.

Updated and tested the level up function, working as intended, so thank you again

Matt

Lazarus1485
October 9th, 2024, 22:50
@MoonWizard
Thank you for those updates :)

were you able to reproduce the missing tool drop down for the Noble to select a gaming set? (this is also an issue for the criminal background)

I had a look at the ASI and when choosing an ASI at L4/L8 it is applied twice to a character.

create an Aasimar (protector), noble Wizard. Keep a note of your stats
Advance to L4 and choose ASI improvement. (choose One stat+2)
62318
Then commit.
Click Save, the char sheet appears and you are asked a 2nd time to increase a stat
62319
62320
compare your stats to the original set

(5e; game: rules Version = Legacy; no extensions)

Thanks,
Lazarus

Moon Wizard
October 9th, 2024, 23:37
@MatticusNWN,
While looking at another equipment issue, I reworked the UI a little for the Starting Wealth Roll area, and added tooltips too.

JPG

Moon Wizard
October 10th, 2024, 00:50
Just pushed another round of updates.
https://www.fantasygrounds.com/forums/showthread.php?82952-Release-Updates-for-October-8th-2024&p=727804&viewfull=1#post727804

@Lazarus1485,
Was able to finally recreate proficiency issue; as well as the new ones. See updates, and run a new Check for Updates to get fixes.

Regards,
JPG

Lazarus1485
October 10th, 2024, 11:42
@MoonWizard
That's sorted thank you

Lazarus1485
October 16th, 2024, 16:29
Hiya,
Could you take a look at an issue with the high elf sub race please:

When creating a High Elf, criminal, fighter character in 5e 'legacy' with the Char wizard the languages common and elvish are missing from the character sheet.
The high elf sub race option gives you a drop down to select a cantrip e.g. fire bolt but this cantrip isn't added to the character sheet.

(when creating a Wood elf, criminal, fighter the languages are present)


also when advancing to L4 and taking the 'fey teleportation' feat, sylvan is added to the character sheet but you are also presented with a language selection box (which does not contain sylvan)
62353
62354

Thanks,
Lazarus

Griogre
October 17th, 2024, 01:49
The 2024 Rogues are not supposed to get Expertise with Thieve's Tools so it should not be an option in the drop down list of skills to select for Expertise when the class is selected. Note they are supposed to get it as an option in the 2014 rogue.

Nexos
October 19th, 2024, 01:40
CW for Legacy Monks is not correctly calculating AC using Unarmored Defense.

62364

Moon Wizard
October 22nd, 2024, 18:34
Lots of fixes for character wizard and character creation in general today:
https://www.fantasygrounds.com/forums/showthread.php?83060-Release-Updates-for-October-22nd-2024

JPG

Lazarus1485
October 30th, 2024, 16:48
@moon wizard
Thanks for those fixes they look good now, but spotted this one:

In a new 5e campaign, legacy. Spells added in the CW are not being added to the character action tab.
This may be affecting all spellcasters.

I have reproduced with an orc Wiz (hermit) ; hum Cle (clan crafter) ; gith Ranger (entertainer)

Thanks,
L

Moon Wizard
October 30th, 2024, 21:46
Thanks for reporting. I just pushed a hot fix for this issue.
JPG

Caanundrum
November 4th, 2024, 19:12
Hi. I loaded the PHB for 2024, decided we were not going to use it on our next campaign, so I unloaded it. Since doing that, when I go to create a cleric I can choose the divine domain, but the extra abilities I get from that domain are not applied. This is a screenshot of what I see.62531
Thanks!

Zacchaeus
November 4th, 2024, 19:40
Hi. I loaded the PHB for 2024, decided we were not going to use it on our next campaign, so I unloaded it. Since doing that, when I go to create a cleric I can choose the divine domain, but the extra abilities I get from that domain are not applied. This is a screenshot of what I see.62531
Thanks!

I'm not seeing this, can you reproduce in a new campaign without extensions?

Chivalrous1
November 5th, 2024, 11:17
Hi. I loaded the PHB for 2024, decided we were not going to use it on our next campaign, so I unloaded it. Since doing that, when I go to create a cleric I can choose the divine domain, but the extra abilities I get from that domain are not applied. This is a screenshot of what I see.62531
Thanks!

You should also check that your current campaign changed back to the Legacy rules since you already loaded the new PHB.

Zacchaeus
November 5th, 2024, 14:54
You should also check that your current campaign changed back to the Legacy rules since you already loaded the new PHB.

This has no bearing. Opening a module doesn't change the mode selected in options.

Zacchaeus
November 5th, 2024, 18:32
Selecting a sorcerer from the Dungeons & Dragons Free rules, together with the Folk Hero Background from the D&D Basic Rules (Legacy) gives the following error when a choice is made in the equipment selection: Script execution error: [string "5E:..ripts/manager_charwizard_equipment.lua"]:227: attempt to index field '?' (a nil value)

Moon Wizard
November 5th, 2024, 22:15
Just pushed a hot fix for this.

Regards,
JPG

Lazarus1485
November 10th, 2024, 19:07
Hi,

Could you take a look at a few 5e CW errors. They are all legacy, no extensions

Satyr - (Create a Fighter; charlatan)
reveller feature not added to features tab
skills from reveller not added (performance + musical instrument) But Persuasion is added.
not able to choose Satyr's extra language
common not added to sheet

Clan crafter Background - Create (Fighter, Clan Crafter, Dwarf) - For free choice lang selection
- Create (Fighter, Clan crafter, goblin) - To add Dwarvish lang

Dwarvish Language is not added
If Dwarvish is already known there is no free choice language pick



Light cleric - (Create a Cleric-light domain, folk hero, human-variant)
not adding light cantrip to the actions tab (I'm not sure if this is correct or not?)


Urban Bounty Hunter background.
- Create (Fighter, Urban Bounty Hunter)
- Deception skill in the drop down displays as "among Deception"
- In the tools drop down "one musical instrument" & "one type of gaming set" rather than a list of instruments & gaming sets

Thanks,
Lazarus

Zychrias
November 12th, 2024, 03:22
Cleric : Death Domain

It's doing a hybrid of Divine Domain and "some" things are carrying over, but most are incorrect.

Spells aren't appearing or available to even click on for level 1 sighting "Attempt to open wildcard links(s) that do not match any loaded module data. Check your active Library modules." We have all Player modules loaded.

I know Death Domain itself pulls from the Dungeon Master's Guide - Player. However, the spells aren't listed there; they're found on the Player's Handbook (correctly), but do not carry over to the Character Sheet at all.

Bonus Proficiency > Cleric is supposed to gain Martial Weapons. Doesn't get a Martial option for weapons, nor does it get listed in the Character Sheet : Abilities : Proficiencies.

Reaper > Gains a necromancy cantrip. Only Spare the Dying and Toll the Dead are listed. Missing Chill Touch

Overall it's missing most everything regarding Death Domain.

Zacchaeus
November 12th, 2024, 08:56
The Death Domain for the DMG hasn't been converted to use the new system. I'll get that sorted.

Zychrias
November 12th, 2024, 20:14
That was fast!

Looks to be still missing Chill Touch as a Cantrip option.

Zacchaeus
November 12th, 2024, 20:29
That was fast!

Looks to be still missing Chill Touch as a Cantrip option.

There's no spell list specifically for the Death Domain and Chill Touch isn't in the Cleric spell list. You can sort spells now by school so it does show up (in the PHB) in the Necromancy school cantrip list.

Zychrias
November 12th, 2024, 22:02
There's no spell list specifically for the Death Domain and Chill Touch isn't in the Cleric spell list. You can sort spells now by school so it does show up (in the PHB) in the Necromancy school cantrip list.

Is there a way to incorporate/pull the Necromancy Cantrips in the Character Wizard at that point? Since Death Domain provides that as a specific selection range?

Personally, I know I can manually do all this, I'm just looking at the "new to FGU player experience" and helping to make it the best it can be.

superteddy57
November 13th, 2024, 01:21
The character wizard pulls from the spell lists Zacchaeus mentioned. If you add spells to the Death Domain or Cleric, it will make them available. Same with languages and currency. You can add homebrew to those locations that track what is available within the campaign and it will make it available as a choice.

Lazarus1485
January 5th, 2025, 16:40
hi,
can I check these are still on the radar:

1.)If you create a satyr (e.g. a Fighter; charlatan ) you are not prompted to enter the Satyr's extra language.
"Choice" is added to the char sheet

2.) If you create a Fighter, Clan Crafter, Dwarf. Common is added to the char sheet twice
Clan crafter should allow a free choice of language if Dwarvish is already known

If you create a Fighter, Clan Crafter, Goblin. Common is added to the char sheet twice


Also spotted the satyr magic resistance is named "Yuan-ti Pureblood; Magic Resistance"

(clean 5e legacy campaign, no extensions )

thanks,
Lazarus

Zacchaeus
January 5th, 2025, 17:48
I suspect the first is due to the wording used by the Sword Coast Adventure guide; it's a choice determined by you and your DM. Which means it could be any language that you or your DM have determined, and not necessarily from the list of official languages. Not sure that the character wizard can handle that kind of thing.

As to other language choices I don't think that the CW looks at what languages you already have at any given point in the process so it's quite possible that you can get the same one twice from different areas and also it won't prompt for a choice in the case of the Clan Crafter since it won't know that you already have dwarvish and I'm pretty sure that the CW isn't coded in such a way as to check that and offer an alternative.

So these are all things that you'd clean up in the character sheet once the character is created.

The heading of the effect for Magic Resistance will need to be addressed in the ruleset since it's not a CW specific issue.

VolcanicSpider
September 12th, 2025, 15:17
Darakhul character creation seems broken.

When creating a darakhul character with 5E, Tome of Heroes, and Book of Ebon Tides loaded, I have two problems:

1> A darakhul gets a +1 to constitution. The character wizard has a window for this, and asks to select which stat to apply the +1 to. It automatically selects Constitution, but allows other choices (which it shouldn't). It also throws a warning for this option, no matter what is selected, thus not allowing the ability scores to be correct.

2> I have to select a Heritage Sub-Race, which impacts a number of things on the character sheet. The wizard provides a window to do this, and asks to select an option from below... but, there are no options. Thus, the character stats, skills, etc. are completely incorrect.

I bought these two DLCs for specifically this reason, so if this does not work, I will be requesting my refund.

Thanks for your help!

VolcanicSpider

LordEntrails
September 12th, 2025, 15:47
Darakhul character creation seems broken.

When creating a darakhul character with 5E, Tome of Heroes, and Book of Ebon Tides loaded, I have two problems:

1> A darakhul gets a +1 to constitution. The character wizard has a window for this, and asks to select which stat to apply the +1 to. It automatically selects Constitution, but allows other choices (which it shouldn't). It also throws a warning for this option, no matter what is selected, thus not allowing the ability scores to be correct.

2> I have to select a Heritage Sub-Race, which impacts a number of things on the character sheet. The wizard provides a window to do this, and asks to select an option from below... but, there are no options. Thus, the character stats, skills, etc. are completely incorrect.

I bought these two DLCs for specifically this reason, so if this does not work, I will be requesting my refund.

Thanks for your help!

VolcanicSpider
Don't quote me since I don't work for SmiteWorks, and you should wait for a more informed response, but pretty sure the Character Wizard only works with WotC books and support for third party (like these from Kobold Press) will only partially work. i.e. depending upon how close to the WotC standard they are. Which when it comes to the issues you pointed out, are not standard WotC species behaviors.

You should check to see if their is a page/section something like FG Considerations or similar in the Books. That will tell you if Kobold Press converter addressed these issues specifically. Also note that often Drag and Drop works for third party products better than the character wizard.

Skoliro
October 23rd, 2025, 02:33
I am officially at a loss. I've been having trouble getting my character wizard to work at all. I've completely uninstalled and reinstalled, tried with every combination of modules loaded, as well as with no modules loaded, and created a fresh campaign. I'm using the 5e version of fantasy grounds by the way. No matter what, as soon as I try and open the character wizard it gives me this error:
65679
Any info in trying to fix this would be amazing!

superteddy57
October 23rd, 2025, 03:56
Are you using extensions? Can you give a screenshot of your chat window when you first open your campaign?

Skoliro
October 23rd, 2025, 04:44
I'm not using any extensions, just base fantasy grounds. When I first start up fantasy grounds this is what I see in chat:
65681

Zacchaeus
October 23rd, 2025, 09:13
I'm not using any extensions, just base fantasy grounds. When I first start up fantasy grounds this is what I see in chat:
65681

The [Proritized Source message that you see at the bottom is telling you that FG is loading a ruleset (either Core or 5e or both) from a file rather than from the .pak file. So you are using an older or incorrect ruleset which is what will be causing your issue. So open up your rulesets folder (click the folder icon top left of the start screen to get to FG Data folder); and then delete anything in that folder that isn't a .pak file. This will include any folders that you see or anything that isn't a .pak file. (Make sure that you have turned on show file extensions in Windows from the View option at the top of the windows folder so that you can see what is and what isn't a .pak file).

Once you have done that update FGVTT just to make sure you have the latest updates and then load up your campaign.

Skoliro
October 23rd, 2025, 19:38
Thank you so much that worked!