View Full Version : Pathfinder Second Edition - Remaster project
Trenloe
August 15th, 2023, 19:36
I've made statements along these lines elsewhere, but I was waiting for confirmation from Paizo on this being OK. We've now had feedback from Paizo and we can release the following information.
These are the current plans for supporting the upcoming "Core" books (Player Core, GM Core, Player Core 2, Monster Core - "remaster" rulebooks) as well as the existing releases.
We plan to allow Fantasy Grounds users to make the decision to stay on legacy PF2 rules or migrate their campaigns to remaster rules; this applies for existing or new campaigns.
The way we're planning on doing this is as follows, this is all based around information Paizo has previously provided and also to provide the best experience to existing and new FG users:
The PFRPG2 ruleset will become the main ruleset for the remaster rules. Legacy campaigns will use the PFRPG2-Legacy ruleset (name TBC) which will be a small ruleset layered on top of PFRPG2, similar to the Pathfinder first edition 3.5E/PFRPG relationship.
There'll be "switch campaign" (or something similar) functionality when an older PFRPG2 campaign is opened for the first time in the remaster PFRPG2 ruleset - offering the option to remain with legacy (resulting in the campaign ruleset changing to PFRPG2-Legacy) or move to the new rules - which will keep the ruleset as PFRPG2.
Campaigns using the PFRPG2 or PFRPG2-Legacy ruleset will be able to open data modules tagged for PFRPG2 or PFRPG2-Legacy; with any limitations programmed around or assumed - e.g. opening a remaster bestiary for a legacy campaign means the creatures won't have alignment traits.
Paizo remaster books can be found on paizo.com here: https://paizo.com/store/pathfinder/rulebooks/remaster
We're planning to have the remaster ruleset released at the same time that the standard editions of the Player Core and GM Core books are released (currently November 15th, 2023) - when we'll also have Fantasy Grounds versions of the DLC available.
We're still working out the pricing structure for people who currently own official Paizo PF2 FG products and migrate to the equivalent FG remaster products.
ProfDogg
August 15th, 2023, 21:02
I've made statements along these lines elsewhere, but I was waiting for confirmation from Paizo on this being OK. We've now had feedback from Paizo and we can release the following information.
These are the current plans for supporting the upcoming "Core" books (Player Core, GM Core, Player Core 2, Monster Core - "remaster" rulebooks) as well as the existing releases.
We plan to allow Fantasy Grounds users to make the decision to stay on legacy PF2 rules or migrate their campaigns to remaster rules; this applies for existing or new campaigns.
The way we're planning on doing this is as follows, this is all based around information Paizo has previously provided and also to provide the best experience to existing and new FG users:
The PFRPG2 ruleset will become the main ruleset for the remaster rules. Legacy campaigns will use the PFRPG2-Legacy ruleset (name TBC) which will be a small ruleset layered on top of PFRPG2, similar to the Pathfinder first edition 3.5E/PFRPG relationship.
There'll be "switch campaign" (or something similar) functionality when an older PFRPG2 campaign is opened for the first time in the remaster PFRPG2 ruleset - offering the option to remain with legacy (resulting in the campaign ruleset changing to PFRPG2-Legacy) or move to the new rules - which will keep the ruleset as PFRPG2.
Campaigns using the PFRPG2 or PFRPG2-Legacy ruleset will be able to open data modules tagged for PFRPG2 or PFRPG2-Legacy; with any limitations programmed around or assumed - e.g. opening a remaster bestiary for a legacy campaign means the creatures won't have alignment traits.
Paizo remaster books can be found on paizo.com here: https://paizo.com/store/pathfinder/rulebooks/remaster
We're planning to have the remaster ruleset released at the same time that the standard editions of the Player Core and GM Core books are released (currently November 15th, 2023) - when we'll also have Fantasy Grounds versions of the DLC available.
We're still working out the pricing structure for people who currently own official Paizo PF2 FG products and migrate to the equivalent FG remaster products.
Thank you, Trenloe.
Milke
August 15th, 2023, 22:40
I am SO excited about everything. The Remaster. The upcoming Starfinder 2 that's compatible with the Remaster. It's all going to be so cool.
Thanks for the update, Trenloe.
Alynn
September 1st, 2023, 02:10
I've made statements along these lines elsewhere, but I was waiting for confirmation from Paizo on this being OK. We've now had feedback from Paizo and we can release the following information.
These are the current plans for supporting the upcoming "Core" books (Player Core, GM Core, Player Core 2, Monster Core - "remaster" rulebooks) as well as the existing releases.
We plan to allow Fantasy Grounds users to make the decision to stay on legacy PF2 rules or migrate their campaigns to remaster rules; this applies for existing or new campaigns.
The way we're planning on doing this is as follows, this is all based around information Paizo has previously provided and also to provide the best experience to existing and new FG users:
The PFRPG2 ruleset will become the main ruleset for the remaster rules. Legacy campaigns will use the PFRPG2-Legacy ruleset (name TBC) which will be a small ruleset layered on top of PFRPG2, similar to the Pathfinder first edition 3.5E/PFRPG relationship.
There'll be "switch campaign" (or something similar) functionality when an older PFRPG2 campaign is opened for the first time in the remaster PFRPG2 ruleset - offering the option to remain with legacy (resulting in the campaign ruleset changing to PFRPG2-Legacy) or move to the new rules - which will keep the ruleset as PFRPG2.
Campaigns using the PFRPG2 or PFRPG2-Legacy ruleset will be able to open data modules tagged for PFRPG2 or PFRPG2-Legacy; with any limitations programmed around or assumed - e.g. opening a remaster bestiary for a legacy campaign means the creatures won't have alignment traits.
Paizo remaster books can be found on paizo.com here: https://paizo.com/store/pathfinder/rulebooks/remaster
We're planning to have the remaster ruleset released at the same time that the standard editions of the Player Core and GM Core books are released (currently November 15th, 2023) - when we'll also have Fantasy Grounds versions of the DLC available.
We're still working out the pricing structure for people who currently own official Paizo PF2 FG products and migrate to the equivalent FG remaster products.
So to make sure I have this right, there will be an additional charge for remaster content?
I only own the books in FG format (and haven't even played a game with them yet). If it will cost more I wish I knew about this ahead of time and I wouldn't have bought the things and saved me some money.
ProfDogg
September 1st, 2023, 02:39
So to make sure I have this right, there will be an additional charge for remaster content?
I only own the books in FG format (and haven't even played a game with them yet). If it will cost more I wish I knew about this ahead of time and I wouldn't have bought the things and saved me some money.
I'm not happy with the whole "new edition but not" mentality of it but Paizo saw there were a lot of people who felt the same way so they split the middle. Essentially with FG you can either treat it as a new edition or you can treat it like how they did their Unchained book for PF1. I'll be doing the latter, at least for a while so I may not pick up the new core books till they get some traction under them.
Alynn
September 1st, 2023, 11:20
I'm not happy with the whole "new edition but not" mentality of it but Paizo saw there were a lot of people who felt the same way so they split the middle. Essentially with FG you can either treat it as a new edition or you can treat it like how they did their Unchained book for PF1. I'll be doing the latter, at least for a while so I may not pick up the new core books till they get some traction under them.
I get that, my point is I've never actually played pathfinder. So there is no reason to not use remaste.
However earlier this year I spent nearly 400 dollars getting all the PF content so that I could run a game as soon as my current 5e campaign finished. What I want clarification on is that I will need to shell out more money for this upgrade or not.
Trenloe
September 1st, 2023, 12:31
We're limited with the Paizo license agreement with what we can do with full official products. Basically, we won't be able to provide a free full upgrade from legacy PF2 products to the equivalent remaster Core products. We've asked Paizo if we can do a full upgrade at a discount and we're waiting to hear back from them.
What we are planning to do is release a data only module under the Open RPG Creative (ORC) License (https://paizo.com/community/blog/v5748dyo6sico), this will give you all of the data records you need to play remaster games, but without the full rules (there'll be no reference manual in the ORC version) or graphics/portraits/tokens.
The ORC data modules, the remaster ruleset and your existing purchases will allow you to move your current PF2 game to remastered without any additional purchases. But if you want to get the full remaster products, which also supports the PF2 devs, we hope that there will be some form of discount if you own the equivalent legacy product - but that is yet to be confirmed so we can't commit to that at this point.
Alynn
September 1st, 2023, 12:37
Dang, then I never should have bought them. That sucks.
Trenloe
September 1st, 2023, 13:06
Dang, then I never should have bought them. That sucks.
Let's take a step back from the fact that you won't be getting a free upgrade to the new 464 and 336 page products...
You'll be getting a free upgrade to the FG remaster ruleset.
You'll be getting a free set of all of the FG remaster data records - classes, feats, items, spells, lookup data, etc. that you need to run the game in Fantasy Grounds.
You'll be able to run *everything* you already have in Fantasy Grounds, using the remaster rules, and you'll get all of the new Core rule books data you need to run remaster in FG for free.
You'll still be able to use the graphics and portraits/tokens from the products you already have.
Personally I think this is a great solution to the FG remaster migration - so much so that I don't think many people are going to buy the new remaster rulebooks in FG (even if they're new to PF2) as they'll have what they need to play available to them. This is a double-edged sword, as it means that the FG work-for-hire devs, who will spend hundreds of hours doing the remaster data and migration code, are going to get hardly any recompense for all of their hard work; but that's the hit we'll take if it means that we're offering a good solution to the users, while keeping within the current license agreements.
ProfDogg
September 1st, 2023, 13:18
This is a double-edged sword, as it means that the FG work-for-hire devs, who will spend hundreds of hours doing the remaster data and migration code, are going to get hardly any recompense for all of their hard work; but that's the hit we'll take if it means that we're offering a good solution to the users, while keeping within the current license agreements.
Dang it, Trenloe, I wasn't going to buy it immediately but now you go and play the whole "It's our gift to you" card and making me all feel guilty and all because I didn't bring anything to the party... Well, in lieu of a fruit basket, how's cash in exchange?
Trenloe
September 1st, 2023, 13:28
Dang it, Trenloe, I wasn't going to buy it immediately but now you go and play the whole "It's our gift to you" card and making me all feel guilty and all because I didn't bring anything to the party... Well, in lieu of a fruit basket, how's cash in exchange?
But, you don't have to buy the official FG remaster releases immediately - see if it's a good fit for your games. As long as you do it by the end of the year, then that's cool! ;)
Milke
September 1st, 2023, 15:43
I don't see the big deal. FG already gives a discount off the price by deducting the PDF cost. I don't see why anyone would expect FG programmers to do this for free just because "it isn't fair!"
Birger Tucholski
September 2nd, 2023, 22:39
i don´t see any Problem. I Buy the English Version on FG an i Buy the Hardcover in German. Luckly for me My German Publisher award a Presell for the German PDF Version. A long Time i have to buy ist on top for the half price of the Hardcover. 4 Books more. No Problem :-D
Decade
September 12th, 2023, 21:58
Sounds like a very fair solution. I think I prefer to stay with the original PF2 rules, because I like alignment, ability scores & overall the more 'D&D - dirivied' feel of the game.
Am I right in thinking this approach from Fantasy Grounds will make it fairly easy to play new adventures & even new classes form the post 2.5 release ? Is there anything much I'll have to do as a GM to make the new content work ?
Trenloe
September 12th, 2023, 22:47
Is there anything much I'll have to do as a GM to make the new content work ?
Not much. Just be aware of the differences and decide which ruleset and content you want to play with.
Neovirtus
September 13th, 2023, 15:53
Do you think there will be a way, via extension or otherwise, to automatically update terms in descriptions and ability text? I.e. replace negative with void, positive with vitality, flat footed with off-guard.
Trenloe
September 15th, 2023, 09:32
Do you think there will be a way, via extension or otherwise, to automatically update terms in descriptions and ability text? I.e. replace negative with void, positive with vitality, flat footed with off-guard.
There probably will be...
MaxAstro
September 22nd, 2023, 15:34
Hey Trenloe remember how you just did all that work adding individual spell tradition proficiencies?
If you’ve looked at the War of Immortals playtest classes, you may have noticed that the animist is “Trained in spell attack modifier” and “Trained in spell DC.” Why doesn’t it say “divine?” This represents a change to spellcasting for all characters who get spells, whether it’s from a class, innate spells, an archetype, or any other source. You no longer need to track proficiency separately for each tradition; there’s just one proficiency now. To update an existing character, you’ll simply use the highest proficiency you already have for all your spells.
Oof. XD
I think this is a good change for the system, though.
Montis
September 22nd, 2023, 16:36
Hey Trenloe remember how you just did all that work adding individual spell tradition proficiencies?
Oof. XD
I think this is a good change for the system, though.
He can still keep it for the legacy rules :P
Trenloe
September 24th, 2023, 20:12
Hey Trenloe remember how you just did all that work adding individual spell tradition proficiencies?
Oof. XD
I think this is a good change for the system, though.
It still works, we still need to track the best spell attack and DC proficiency level - we'll just have "SATK" and "SDC" without the proficiency name.
Xargun
October 7th, 2023, 16:21
roughly a month out from ReMastered - any updates?
Xargun
Trenloe
October 8th, 2023, 09:53
roughly a month out from ReMastered - any updates?
Xargun
The information presented in posts #1 and #7 is still what we're working towards.
Xargun
October 27th, 2023, 22:50
The information presented in posts #1 and #7 is still what we're working towards.
Any new updates? We are 2.5 wks out.
Xargun
Trenloe
October 28th, 2023, 07:49
Any new updates? We are 2.5 wks out.
Xargun
Shaderaven and I are still working away at it.
Bouzouki
October 31st, 2023, 15:15
Thank you. Answered my question before I asked it :-)
Morfedel
November 4th, 2023, 03:15
Shaderaven and I are still working away at it.
https://media.tenor.com/UzSDY8jEnw4AAAAC/are-we-there-yet-simpsons.gif
Trenloe
November 4th, 2023, 09:33
Official Paizo release is November 15th. We're working hard to meet that date for Fantasy Grounds.
Morfedel
November 4th, 2023, 19:52
Official Paizo release is November 15th. We're working hard to meet that date for Fantasy Grounds.
You know, I was trying to make you laugh :P
However, that aside, I was less concerned about the release date, as I know you guys will make it work sooner or later. I'm more interested in the pricing plans.
Milke
November 6th, 2023, 16:16
I have assumed the pricing plans will be what they always are. The FGU download minus the price of the PDF.
I've seen a lot of people saying there should be a price break because it's not fair when they already bought the original core book.
Well... that's not Smiteworks's fault. Paizo is putting out new books. SW is converting them for FGU.
I'm excited about it. I got my subscription PDFs, and just waiting for them to show up here for purchase eventually.
Just bummed it'll be the spring before the monster core.
Trenloe
November 13th, 2023, 22:24
Update on the Remaster launch on Fantasy Grounds.
We will be releasing the two layered rulesets as detailed in post #1 - PFRPG2 will use the remaster rules and PFRPG2-Legacy will use the pre-remaster rules. The rules are based on the campaign being used, not the PC - the character generation rules differences for the Beginner Box were tracked in the individual PC record as there isn't a different ruleset for the Beginner Box and the main differences were PC based.
The GM will be prompted what ruleset they want to use when they first open a campaign after updating - they will be prompted for each campaign they open (the first time they open it). The switch can be made later using the /remaster chat command (to switch back to legacy or switch to remaster). All PF2 content released to date, and into the future will be able to be opened in both PFRPG2 and PFRPG2-Legacy.
We will be releasing 4 products on Wednesday 15th (assuming there are no last-minute release snags):
Player Core (full release)
GM Core (full release)
Player Core ORC License release
GM Core ORC License release
The full releases will be the same as you're used to - purchased from the store with the usual free PDF/PDF discount, reference manual mimicking the product PDF, artwork, portraits/tokens (where appropriate) and all appropriate data records and encoded automation.
The ORC License releases will contain the Open RPG Creative License content - only the appropriate data records and encoded automation. These will be included with the FG license.
Upgrades from Core Rules: we've reached out to Paizo a couple of times to see if there is the possibility to offer a discount upgrade path from the Core Rules DLC to the Player Core and GM Core full releases. Unfortunately, at this point, we don't have any news on this.
Data and ruleset updates: we've been working flat out to get these two products (800 pages in total) converted and ready for use. We're mostly there, but there are still some little things missing that we'll be updating weekly over the next few weeks.
Muagen
November 14th, 2023, 00:41
I want to be the first to thank both you and Shaderaven for the update and for all your hard work in converting the Core books.
It's a shame Paizo didn't get back to you about a discounted upgrade path, but I'm shmoo enough for it not to matter.
Neovirtus
November 14th, 2023, 01:05
Excellent work guys. We all really appreciate your hard work
ScribblingRambler
November 14th, 2023, 03:41
Thanks for all of your hard work!
And I really appreciate the choices available. I have barely begun some of the legacy AP's, so it's good to know I can be consistent with them.
Piter
November 15th, 2023, 00:44
Thank you so much!!
What I don't quite understand is, will I have to buy the 'Player Core ORC License release' and 'GM Core ORC License release' separately, since I already have the Pathfinder 2 RPG? And will I be able to add the 'License release' to my games using my Pathfinder 2 RPG manuals?
Trenloe
November 15th, 2023, 00:53
Thank you so much!!
What I don't quite understand is, will I have to buy the 'Player Core ORC License release' and 'GM Core ORC License release' separately, since I already have the Pathfinder 2 RPG? And will I be able to add the 'License release' to my games using my Pathfinder 2 RPG manuals?
As previously mentioned: "The ORC License releases will contain the Open RPG Creative License content - only the appropriate data records and encoded automation. These will be included with the FG license." These are included with your FG license, the ORC release isn't something you purchase.
You can use the ORC content how you wish, and can be used with your existing PFRPG2 content.
Milke
November 15th, 2023, 01:25
It had never occurred to me I wouldn't have to buy them in FG. It's a digital product that you-who-are-not-Paizo are working on. We'd already be getting a discount in the amount of the PDF, like always. I see now it's a free upgrade, but I'm'a still buy them anyway. Have Trenloe and Shaderaven considered starting a joint Patreon or something? I picture them at their desks, manacled to the chair.
Trenloe
November 15th, 2023, 08:25
It had never occurred to me I wouldn't have to buy them in FG. It's a digital product that you-who-are-not-Paizo are working on. We'd already be getting a discount in the amount of the PDF, like always. I see now it's a free upgrade, but I'm'a still buy them anyway. Have Trenloe and Shaderaven considered starting a joint Patreon or something? I picture them at their desks, manacled to the chair.
Thanks for the feedback and support. Ultimately, if you want to support the non-salaried devs, purchase the full official products - these contain the full product conversion, reference manuals, images and portraits/tokens on top of the base product data; whereas the ORC license release is the base data.
Ultimately, we convert the products for two reasons: 1) we are passionate about Pathfinder 2 on Fantasy Grounds, 2) we get some recompense for the hundreds of hours we spend doing the conversions, providing new ruleset functionality and supporting the products - it's not a massive amount of money, but it helps supplement our income a little and make the long hours more palatable. Without the support of FG users who purchase the official content, there may well be less of our personal time spent converting products...
Doing the ORC releases for the rulebooks is a bit of a double-edged sword. If may result in a massive downturn in official product purchases, but it will allow more people to play Pathfinder 2 on Fantasy Grounds with less initial outlay. This is something I've been wanting to do for a while (OGL/ORC data releases) and the move to the ORC license, with the beginning of a new line of books, has prompted us to provide this service to the Pathfinder 2 community on Fantasy Grounds.
gavinbarnard
November 15th, 2023, 16:25
Will the original PF2RPG Ruleset still remain available alongside the new ORC PF2RPG/Remaster Ruleset ?
I would like to finish my current campaign under the OG content.
Trenloe
November 15th, 2023, 17:12
Will the original PF2RPG Ruleset still remain available alongside the new ORC PF2RPG/Remaster Ruleset ?
Yes. See post #30 for more information.
Trenloe
November 15th, 2023, 18:34
Details on how to select which flavour of ruleset can be found here: https://www.fantasygrounds.com/forums/showthread.php?79589-Pathfinder-2-Remaster-ruleset-selection
Leithal130
November 15th, 2023, 18:51
Hey all. I just purchased the Player and GM core books for Fantasy Grounds. What modules should I have loaded in my campaign to run the remastered rulesets? Should I only load the full modules for Player and GM core, or should I load the full modules and the ORC modules? What's the best practice here to get the best experience with the new content?
Milke
November 15th, 2023, 19:00
Trenloe, are you guys gonna have an affiliate link for the books?
Trenloe
November 15th, 2023, 19:10
Trenloe, are you guys gonna have an affiliate link for the books?
Will do fairly soon - when I do the release update thread...
Trenloe
November 15th, 2023, 19:11
Hey all. I just purchased the Player and GM core books for Fantasy Grounds. What modules should I have loaded in my campaign to run the remastered rulesets? Should I only load the full modules for Player and GM core, or should I load the full modules and the ORC modules? What's the best practice here to get the best experience with the new content?
If you've purchased the office products then you don't need to active the ORC products.
Some info in post #30: https://www.fantasygrounds.com/forums/showthread.php?78796-Pathfinder-Second-Edition-Remaster-project&p=701749&viewfull=1#post701749
Trenloe
November 15th, 2023, 19:15
Trenloe, are you guys gonna have an affiliate link for the books?
Thanks for thinking of this! This is the generic one to use before ordering FG products: http://affiliates.fantasygrounds.com/316040/15958
Milke
November 15th, 2023, 20:37
I'm sure this was answered. But there's so many different posts to keep track of.
When I load my PCore and GMCore, do I still load the Core Rulebook, Secrets of Magic, APG, etc? Or no.
Trenloe
November 15th, 2023, 20:46
When I load my PCore and GMCore, do I still load the Core Rulebook, Secrets of Magic, APG, etc? Or no.
Only if you want to use content from those products.
Paizo has stated that the pre-remastered (legacy) data is compatible with remastered rules and vice-versa. There are some things to be aware of (and we're only just getting details of how to handle some of this), but I would imagine most groups who move to remastered rules will use legacy data. For example, there's 8 classes in the Player Core - if you want to play a monk, barbarian, sorcerer, champion, etc. you'll need to load the legacy Core Rules.
Milke
November 15th, 2023, 21:01
Okay. I just didn't know if having the Core book loaded would interfere.
Thanks!
Trenloe
November 15th, 2023, 22:02
ORC license Player and GM core video: https://youtu.be/WHdhzzz5DlA
Zaister
November 15th, 2023, 22:19
I'm trying to figure out the differences between the full and ORC releases. Can you perhaps give an example of what, besides artwork, would be contained in the full release Player Core module, but not in the ORC module?
Guzalot
November 15th, 2023, 22:31
I don't know if this correct place to post this but the new Wizard arcane schools are unable to be chosen when creating a character. Only the old schools are available.
Zaister
November 15th, 2023, 23:52
I'm trying to create a new character with the Player Core ORC module loaded, but I can't get the boosts that I select from the Tracker to register. Even after I've done all four steps – ancestry, background, class, free boosts – the main page of the character sheet still shows –5 for all attribute modifiers. Am I doing something wrong?
Oh, and when I click the add character icon in the character window, I get this error in the console, maybe there is a connection:
Script execution error: [string "PFRPG2:scripts/manager_pc_activities.lua"]:626: attempt to index local 'tCoreRulesModule' (a nil value)
TheKoyoteKid
November 16th, 2023, 02:59
I'm also seeing this issue on a freshly installed version of FGU (via steam, on macOS 14) in the remastered ruleset. On a fresh campaign under the PF2 Legacy ruleset it appears to work as intended. I have both the CRB, and Player Core (ORC) loaded. Same error message.
Neovirtus
November 16th, 2023, 03:18
I'm trying to figure out the differences between the full and ORC releases. Can you perhaps give an example of what, besides artwork, would be contained in the full release Player Core module, but not in the ORC module?
He talks about it in the video he posted in the comment right above yours. But generally, the ORC release should just have the rules, i.e. the items, the classes, the feats, etc. No images, no "fluff" text like you'll find in the book, and therefore no reference manual, I'm pretty sure.
Trenloe
November 16th, 2023, 09:28
I'm trying to create a new character with the Player Core ORC module loaded, but I can't get the boosts that I select from the Tracker to register. Even after I've done all four steps – ancestry, background, class, free boosts – the main page of the character sheet still shows –5 for all attribute modifiers. Am I doing something wrong?
Oh, and when I click the add character icon in the character window, I get this error in the console, maybe there is a connection:
Script execution error: [string "PFRPG2:scripts/manager_pc_activities.lua"]:626: attempt to index local 'tCoreRulesModule' (a nil value)
Thanks for reporting, this should be fixed in the next hotfix release.
Trenloe
November 16th, 2023, 09:35
I'm trying to figure out the differences between the full and ORC releases. Can you perhaps give an example of what, besides artwork, would be contained in the full release Player Core module, but not in the ORC module?
He talks about it in the video he posted in the comment right above yours. But generally, the ORC release should just have the rules, i.e. the items, the classes, the feats, etc. No images, no "fluff" text like you'll find in the book, and therefore no reference manual, I'm pretty sure.
Yep, @Neovirtus is correct - you get all of the mechanics (which is covered by the ORC License) but not the material that's covered by copyright and/or designated as Reserved Material in the ORC License.
I specifically put the video together to answer this type of question. If it's still not clear, please watch the video!
Zaister
November 16th, 2023, 11:20
Thank you, the video was helpful!
Trenloe
November 16th, 2023, 17:09
I'm trying to create a new character with the Player Core ORC module loaded, but I can't get the boosts that I select from the Tracker to register. Even after I've done all four steps – ancestry, background, class, free boosts – the main page of the character sheet still shows –5 for all attribute modifiers. Am I doing something wrong?
Oh, and when I click the add character icon in the character window, I get this error in the console, maybe there is a connection:
Script execution error: [string "PFRPG2:scripts/manager_pc_activities.lua"]:626: attempt to index local 'tCoreRulesModule' (a nil value)
This should be fixed now. Please run and update. Sorry for the inconvenience.
Zaister
November 16th, 2023, 18:11
Thank you for fixing this problem!
Montis
November 16th, 2023, 19:00
The following updated language names haven't been implemented yet (see page 89 of Player Core):
Chthonian (formerly Abyssal)
Diabolic (formely Infernal)
Empyrean (formerly Celestial)
Fey (formerly Sylvan)
Kholo (formerly Gnoll)
Sakvroth (formerly Undercommon)
Petran (formerly Terran)
Pyric (formerly Ignan)
Sussuran (formerly Auran)
Thlassic (formerly Aquan)
Trenloe
November 16th, 2023, 21:12
The following updated language names haven't been implemented yet (see page 89 of Player Core):
Chthonian (formerly Abyssal)
Diabolic (formely Infernal)
Empyrean (formerly Celestial)
Fey (formerly Sylvan)
Kholo (formerly Gnoll)
Sakvroth (formerly Undercommon)
Petran (formerly Terran)
Pyric (formerly Ignan)
Sussuran (formerly Auran)
Thlassic (formerly Aquan)
That's on our list. Thanks for the reminder.
Eanelen
November 17th, 2023, 05:00
I don't know if this correct place to post this but the new Wizard arcane schools are unable to be chosen when creating a character. Only the old schools are available.
Hello, I'm so sorry I couldn't see if this message had been seen, so I wanted to go ahead and bump it.
Trenloe
November 17th, 2023, 08:28
Hello, I'm so sorry I couldn't see if this message had been seen, so I wanted to go ahead and bump it.
Yes, it's been seen. Sorry, we don't always reply to every single thread - especially when there's a lot of activity. We'll get a fix out soon...
Trenloe
November 17th, 2023, 18:37
I don't know if this correct place to post this but the new Wizard arcane schools are unable to be chosen when creating a character. Only the old schools are available.
Hello, I'm so sorry I couldn't see if this message had been seen, so I wanted to go ahead and bump it.
Should be fixed now, thanks for reporting the issue.
https://www.fantasygrounds.com/forums/showthread.php?79574-Release-Updates-for-November-14th-2023&p=702026&viewfull=1#post702026
Eanelen
November 17th, 2023, 18:52
Yes, it's been seen. Sorry, we don't always reply to every single thread - especially when there's a lot of activity. We'll get a fix out soon...
That's fine and perfectly understandable. From what i've seen you are a volunteer, so I'm sure you have lots of other things on your plate :) Thank you for letting us know.
Trenloe
November 17th, 2023, 18:58
That's fine and perfectly understandable. From what i've seen you are a volunteer, so I'm sure you have lots of other things on your plate :) Thank you for letting us know.
Click the link in the post just before yours...
:)
MaxAstro
November 19th, 2023, 17:37
I notice that the Misc field next to ability scores has a text box saying "provided for legacy data" when you mouse over it. Is that field going to go away eventually, or will it stay indefinitely?
I ask because it's a very convenient way to handle the GMG's alternate ability score boost progression - the bonus can be noted there until the character reaches the next level divisible by 5, and then deleted at that point. It's convenient to handle it there rather than adjusting the ability scores directly with the mouse wheel because that will prevent the tracker from getting confused regarding the "partial boost" system.
Trenloe
November 19th, 2023, 18:50
I notice that the Misc field next to ability scores has a text box saying "provided for legacy data" when you mouse over it. Is that field going to go away eventually, or will it stay indefinitely?
It's there to provide backwards compatibility with players who may have used that field. As players can continue to use that field, it will stay. I won't (knowingly) remove functionality/access to data - unless I say "Don't use that, it'll be going away..."
Kermit1013
November 20th, 2023, 01:15
can anyone tell me...
I have purchased the player and gm core book (*shrug* as far as the repeat cost, that's a whole 'nuther discussion) - when I load my campaign, do I need to load both the ORC modules for player and gm core AS WELL AS the purchased book modules? if I do load them all, will they...interfere with each other? or just one OR the other? (ORC vs purchased book)
also, a whole different point - is there any way the current pf2 ruleset could use as it's FG "skin" the new green/brown color scheme from the remaster rules instead of that relentless red-yellow/orange-on-brown from the original pf2 books? I would gratefully welcome the color change - and so would my eyes
Trenloe
November 20th, 2023, 07:48
I have purchased the player and gm core book (*shrug* as far as the repeat cost, that's a whole 'nuther discussion) - when I load my campaign, do I need to load both the ORC modules for player and gm core AS WELL AS the purchased book modules? if I do load them all, will they...interfere with each other? or just one OR the other? (ORC vs purchased book)
Short answer, open one or the other - you'll just end up with duplication. For more details, see this video: https://youtu.be/WHdhzzz5DlA
also, a whole different point - is there any way the current pf2 ruleset could use as it's FG "skin" the new green/brown color scheme from the remaster rules instead of that relentless red-yellow/orange-on-brown from the original pf2 books? I would gratefully welcome the color change - and so would my eyes
We don't plan it in the short term. If someone in the community wants to take it on though...
Darkreaper
December 1st, 2023, 01:07
Not sure if this is the right place but I bought the remaster books for Fantasy Grounds largely because I wanted to support the cause and I think people work very hard to provide us with a fantastic product. I think the recovery checks under the dying rules in the Reference Manual are the same as in the Player's Guide instead of the new rules in the Player Core. This is how it should read:
Recovery Checks
While you’re dying, attempt a recovery check at the start
of each of your turns. This is a flat check with a DC
equal to 10 + your current dying value to see if you get
better or worse.
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded
value, if any).
Critical Failure Your dying value increases by 2 (plus your
wounded value, if any).
This is how it currently reads in the Reference Document:
Recovery Checks
When you’re dying, at the start of each of your turns, you
must attempt a flat check with a DC equal to 10 + your
current dying value to see if you get better or worse. This
is called a recovery check. The effects of this check are
as follows.
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1.
Critical Failure Your dying value increases by 2
Its a big difference that makes character death a lot more likely under the remaster. Personally, I love it but others will not.
Milke
December 1st, 2023, 01:21
The recovery checks were errata'd
Death & dying rules work the same.
Neovirtus
December 1st, 2023, 03:21
See the note for pg 411 here:
https://paizo.com/pathfinder/faq
Trenloe
December 9th, 2023, 11:11
Not sure if this is the right place but I bought the remaster books for Fantasy Grounds largely because I wanted to support the cause and I think people work very hard to provide us with a fantastic product.
Thank you for the support, we very much appreciate it.
I think the recovery checks under the dying rules in the Reference Manual are the same as in the Player's Guide instead of the new rules in the Player Core. This is how it should read:
Recovery Checks
While you’re dying, attempt a recovery check at the start
of each of your turns. This is a flat check with a DC
equal to 10 + your current dying value to see if you get
better or worse.
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1 (plus your wounded
value, if any).
Critical Failure Your dying value increases by 2 (plus your
wounded value, if any).
This is how it currently reads in the Reference Document:
Recovery Checks
When you’re dying, at the start of each of your turns, you
must attempt a flat check with a DC equal to 10 + your
current dying value to see if you get better or worse. This
is called a recovery check. The effects of this check are
as follows.
Critical Success Your dying value is reduced by 2.
Success Your dying value is reduced by 1.
Failure Your dying value increases by 1.
Critical Failure Your dying value increases by 2
Its a big difference that makes character death a lot more likely under the remaster. Personally, I love it but others will not.
As has been mentioned by others, Paizo provided an errata for the section you list. Plus, from the wording, it appears that you're quoting the legacy Core Rules reference manual and not the Player Core reference manual - just wanted to mention that in case you're confusing the Core Rules with the Player Core - easily done!
MaxAstro
January 7th, 2024, 20:01
Found a bug with legacy damage types:
Negative damage is automatically converted to void damage when rolled. However, negative resistance is NOT; this means that if you roll negative damage against a creature with negative resistance, the damage will bypass the resistance, as void =/= negative. I assume the same is true of positive damage.
As usual, I am on the test channel.
Trenloe
January 9th, 2024, 20:29
Negative damage is automatically converted to void damage when rolled. However, negative resistance is NOT; this means that if you roll negative damage against a creature with negative resistance, the damage will bypass the resistance, as void =/= negative. I assume the same is true of positive damage.
Thanks for the reminder. I'd deliberately left updating this side of things until we had a view of the Monster Core (for auto parsing of NPC resistances etc.) - which we have now, so it's time for me to start reviewing this; it'll need changes in a few places...
Cling
January 10th, 2024, 19:31
The Gnome Flickmace still do 1d8 damage in the ORC data set (see attached screenshot). It should do 1d6 according to errata.
Trenloe
January 11th, 2024, 15:26
The Gnome Flickmace still do 1d8 damage in the ORC data set (see attached screenshot). It should do 1d6 according to errata.
Thanks for reporting. This was recently reported (https://www.fantasygrounds.com/forums/showthread.php?51258-Pathfinder-Second-Edition-generic-DLC-issue-thread&p=705106&viewfull=1#post705106) and a fix is lined up for a future release.
webdove
January 12th, 2024, 05:15
I am not sure where this question belongs.
The "<animal> (Companion)" items in the bestiary (e.g. Cat (Companion) and Wolf (Companion)) do not have properly parsing damage entries on the NPC sheets, so the player cannot call for damage with them.
For example, the bestiary entry for "Wolf" under melee shows "Damage 1d6+2 piercing plus Knockdown" which highlights blue when you hover over it and rolls a die when double clicked.
The bestiary entry for "Wolf (Companion") under melee shows "Damage 1d8 piercing". It does not highlight when you hover over it and does not roll a die when double clicked.
Trenloe
January 12th, 2024, 12:57
I am not sure where this question belongs.
The "<animal> (Companion)" items in the bestiary (e.g. Cat (Companion) and Wolf (Companion)) do not have properly parsing damage entries on the NPC sheets, so the player cannot call for damage with them.
For example, the bestiary entry for "Wolf" under melee shows "Damage 1d6+2 piercing plus Knockdown" which highlights blue when you hover over it and rolls a die when double clicked.
The bestiary entry for "Wolf (Companion") under melee shows "Damage 1d8 piercing". It does not highlight when you hover over it and does not roll a die when double clicked.
This is specific to the remaster Player Core data, so I've moved the post to the remaster thread. Thanks for raising the issue. We'll get the parsing fixed in a future release.
MaxAstro
January 16th, 2024, 22:12
Skill check actions for activities are... possibly broken on the test channel right now? When I create a new one and try to edit it, I get the following error:
[ERROR] Script execution error: [string "PFRPG2:../button_stringcycler_charskill.lua"]:100: findNode: Invalid parameter 1
Additionally, the button to select which skill to use is blank and cannot be changed by clicking on it.
At first I thought this might be because I didn't have the core modules loaded, therefore no skills existed, however the problem persists after loading the core module - even restarting the server with the core module loaded doesn't seem to help. I deleted the activity and recreated it and got the same error.
Again, this is test channel.
Trenloe
January 17th, 2024, 14:21
Skill check actions for activities are... possibly broken on the test channel right now? When I create a new one and try to edit it, I get the following error:
[ERROR] Script execution error: [string "PFRPG2:../button_stringcycler_charskill.lua"]:100: findNode: Invalid parameter 1
Additionally, the button to select which skill to use is blank and cannot be changed by clicking on it.
At first I thought this might be because I didn't have the core modules loaded, therefore no skills existed, however the problem persists after loading the core module - even restarting the server with the core module loaded doesn't seem to help. I deleted the activity and recreated it and got the same error.
Again, this is test channel.
Thanks for reporting this issue.
I added code to populate the Lore skills in the skill cycler - but this made an (incorrect) assumption that the skill action would be added/edited in an activity added to the character sheet, and it would read all the skills from the character skilllist. I'll add some code to cater differently for activities not attached to a PC.
As a work around until I fix it, create the activity in a dummy PC and then drag/drop to the campaign activities list - if you try to edit the skill action once in the campaign list, you'll get the same error, but the original skill name should remain populated.
Trenloe
January 18th, 2024, 17:03
Skill check actions for activities are... possibly broken on the test channel right now? When I create a new one and try to edit it, I get the following error:
[ERROR] Script execution error: [string "PFRPG2:../button_stringcycler_charskill.lua"]:100: findNode: Invalid parameter 1
Additionally, the button to select which skill to use is blank and cannot be changed by clicking on it.
At first I thought this might be because I didn't have the core modules loaded, therefore no skills existed, however the problem persists after loading the core module - even restarting the server with the core module loaded doesn't seem to help. I deleted the activity and recreated it and got the same error.
Again, this is test channel.
This should be fixed in today's hotfix: https://www.fantasygrounds.com/forums/showthread.php?80083-Release-Updates-for-January-16th-2024&p=706197&viewfull=1#post706197
Thanks again for reporting the issue.
MaxAstro
January 28th, 2024, 22:16
Regarding the Grapple activity in Player Core:
Because the two critical failure options have to be manually applied, they should have "min action" selected so that you don't have to switch to all actions mode in the event of a crit failure.
Trenloe
January 31st, 2024, 18:42
Regarding the Grapple activity in Player Core:
Because the two critical failure options have to be manually applied, they should have "min action" selected so that you don't have to switch to all actions mode in the event of a crit failure.
Good idea. Thanks for that. I'll update in a future release.
Trenloe
February 6th, 2024, 20:22
Regarding the Grapple activity in Player Core:
Because the two critical failure options have to be manually applied, they should have "min action" selected so that you don't have to switch to all actions mode in the event of a crit failure.
Updated today: https://www.fantasygrounds.com/forums/showthread.php?80264-Release-Updates-for-February-6th-2024&p=707514&viewfull=1#post707514
Trenloe
March 11th, 2024, 18:13
The Beginner Box remaster digital update has been released by Paizo - if you own the PDF you can download from your digital content on paizo.com.
We will be releasing a remaster update for the Beginner Box. We don't intend to release stand-alone ORC data for this, as a lot of the advantage of the beginner box is the guidance in the manuals and the adventures, none of which we can release as purely ORC data; plus, the ORC Player Core and GM Core covers all of this data, and more.
Trenloe
March 26th, 2024, 01:06
The Monster Core official Fantasy Grounds conversion should be released this week and includes "camera" via images for use with the recent camera and token view modes.
The ORC license release will be slightly delayed as we need to spend time matching as many of the tokens and camera view images as we feel appropriate to the tokens and camera view images from the FG Fantasy Monsters FM1 assets included with every FG license.
Montis
March 26th, 2024, 12:49
I guess there is no easy way to combine the ORC license Monster Core module with already bought Bestiaries 1-3?
Trenloe
March 26th, 2024, 13:00
I guess there is no easy way to combine the ORC license Monster Core module with already bought Bestiaries 1-3?
I'm not sure what this would achieve as these are all separate products. Can you provide more details please?
Montis
March 26th, 2024, 17:34
I'm not sure what this would achieve as these are all separate products. Can you provide more details please?
I meant: as there are a lot of overlaps, that someone could potentially use the tokens and other art from the Bestiaries for the ORC Monster Core module to cover more ground than only using the "FG Fantasy Monsters FM1" assets
Trenloe
March 26th, 2024, 17:44
I meant: as there are a lot of overlaps, that someone could potentially use the tokens and other art from the Bestiaries for the ORC Monster Core module to cover more ground than only using the "FG Fantasy Monsters FM1" assets
Users can do that themselves based on the assets they have available. But they can only change editable entries. So, yes, it's not super easy to do a lot of changes, but straightforward if a GM wants to change a few tokens/camera view images.
ChipDancer
April 23rd, 2024, 21:59
Please forgive me if I missed this mentioned already in this message thread, but my group is moving into the PF2E Remastered and after using the /Remaster command and it did say it completed, but I see no Remastered Player Core in the modules, only the original PF2e Core Book. I tried creating a new test campaign and noticed the same. Did we all misunderstand that by going to Remaster we still need to purchase the Remastered Player Core book? My interpretation was that it was a free upgrade, but if mistaken, please let me know so I can budget the money for the book! :)
ChipDancer
Trenloe
April 24th, 2024, 04:01
Please forgive me if I missed this mentioned already in this message thread, but my group is moving into the PF2E Remastered and after using the /Remaster command and it did say it completed, but I see no Remastered Player Core in the modules, only the original PF2e Core Book. I tried creating a new test campaign and noticed the same. Did we all misunderstand that by going to Remaster we still need to purchase the Remastered Player Core book? My interpretation was that it was a free upgrade, but if mistaken, please let me know so I can budget the money for the book! :)
ChipDancer
Starting a campaign using, or converting a campaign to use, the remaster rules will setup the underlying ruleset to use the remaster changes. It won't convert any of the modules you own - those are still valid if you want to continue to use them.
You can purchase the Player Core remastered DLC or use the base data ORC license releases. Refer to this video for an overview: https://www.youtube.com/watch?v=WHdhzzz5DlA
ChipDancer
April 25th, 2024, 03:04
Let's take a step back from the fact that you won't be getting a free upgrade to the new 464 and 336 page products...
You'll be getting a free upgrade to the FG remaster ruleset.
You'll be getting a free set of all of the FG remaster data records - classes, feats, items, spells, lookup data, etc. that you need to run the game in Fantasy Grounds.
You'll be able to run *everything* you already have in Fantasy Grounds, using the remaster rules, and you'll get all of the new Core rule books data you need to run remaster in FG for free.
You'll still be able to use the graphics and portraits/tokens from the products you already have.
Personally I think this is a great solution to the FG remaster migration - so much so that I don't think many people are going to buy the new remaster rulebooks in FG (even if they're new to PF2) as they'll have what they need to play available to them. This is a double-edged sword, as it means that the FG work-for-hire devs, who will spend hundreds of hours doing the remaster data and migration code, are going to get hardly any recompense for all of their hard work; but that's the hit we'll take if it means that we're offering a good solution to the users, while keeping within the current license agreements.
Lord Trenloe and others, thank you for all your hard work!
The explanation and link to the video was perfect and dead on. I have all the core books for PF2E, including most of the Lost Omens source books, for FG, so right now my group has around $1100 invested in FG and we are HERE for the long haul! We'll get the two books we're missing for FG, Player Core and Beast Core, and continue to purchase quality content for FG as long as you guys can keep improving the experience! :)
ChipDancer
Trenloe
April 25th, 2024, 04:02
Lord Trenloe and others, thank you for all your hard work!
The explanation and link to the video was perfect and dead on. I have all the core books for PF2E, including most of the Lost Omens source books, for FG, so right now my group has around $1100 invested in FG and we are HERE for the long haul! We'll get the two books we're missing for FG, Player Core and Beast Core, and continue to purchase quality content for FG as long as you guys can keep improving the experience! :)
ChipDancer
Thanks for your support! We're hoping to keep improving the PF2 experience in Fantasy Grounds over the coming years!
Miraclemaker
May 8th, 2024, 23:23
The ORC license release will be slightly delayed as we need to spend time matching as many of the tokens and camera view images as we feel appropriate to the tokens and camera view images from the FG Fantasy Monsters FM1 assets included with every FG license.
Hey Trenloe, is there any update on the ORC module?
Trenloe
May 9th, 2024, 05:29
Hey Trenloe, is there any update on the ORC module?
Still working on it. No ETA at this point.
Miraclemaker
May 11th, 2024, 01:48
Alright, thanks for the update!
webdove
May 15th, 2024, 02:01
Hi, I read through the thread and I remain puzzled (or I missed the explanation) about the potential need for the older core rulebook if the new remastered GM and Player are loaded. If I am running so existing adventure modules that may make reference to things (spells, abilities, items) which changed during the remastering process, should I load both the new remastered books as well as the old books to ensure that the legacy content is available if needed from the adventure module I am using?
Trenloe
May 15th, 2024, 02:20
Hi, I read through the thread and I remain puzzled (or I missed the explanation) about the potential need for the older core rulebook if the new remastered GM and Player are loaded. If I am running so existing adventure modules that may make reference to things (spells, abilities, items) which changed during the remastering process, should I load both the new remastered books as well as the old books to ensure that the legacy content is available if needed from the adventure module I am using?
It's up to you and your group if you play remastered or legacy. The short term decision may be based on what remastered data is currently available. For example, there are some classes from the legacy Core Rules that aren't available yet in the Player Core. Basically, it's up to you what data you use - if you want to swap out legacy spells on a PC, then you'll need the relevant remastered products activated. If you still want to use legacy data, then you'll need those products activated. There's not really a simple answer as everyone's situation may be different and so it will be up to your group to decide what they do regarding moving towards remastered in a legacy campaign, or what data to use if you're starting a new campaign.
webdove
May 15th, 2024, 03:00
Oh good. It sounds like both can be loaded and it won't cause any conflicts. References to legacy only material will come from the legacy modules. References to remastered only material will come from the remastered modules and references to common material will be satisfied without conflict.
MaxAstro
May 17th, 2024, 16:41
Oh good. It sounds like both can be loaded and it won't cause any conflicts. References to legacy only material will come from the legacy modules. References to remastered only material will come from the remastered modules and references to common material will be satisfied without conflict.
Also, as far as I am aware, adventure modules either always or almost always contain local references to any data used in the module itself. i.e. if a module uses a monster from Bestiary 2, you don't actually need to load Bestiary 2 to play the module, because the module will have its own local copy of that monster.
And in those cases, the local copy will take precedence over both the legacy and remastered versions, at least as far as links inside the module are concerned.
Trenloe will I am sure correct me if I am mistaken, but my understanding is that is the case so that adventure modules are "feature complete" and you don't need to buy any other books just to run them.
Trenloe
May 17th, 2024, 18:26
Trenloe will I am sure correct me if I am mistaken, but my understanding is that is the case so that adventure modules are "feature complete" and you don't need to buy any other books just to run them.
As far as the local adventure data is concerned that is generally the case - unless the store page specifically calls out any exceptions.
webdove
May 17th, 2024, 22:51
Also, as far as I am aware, adventure modules either always or almost always contain local references to any data used in the module itself. i.e. if a module uses a monster from Bestiary 2, you don't actually need to load Bestiary 2 to play the module, because the module will have its own local copy of that monster.
And in those cases, the local copy will take precedence over both the legacy and remastered versions, at least as far as links inside the module are concerned.
Trenloe will I am sure correct me if I am mistaken, but my understanding is that is the case so that adventure modules are "feature complete" and you don't need to buy any other books just to run them.
Thanks MaxAstro. I am switching over from Strength of Thousands to Rusthenge (1-3) & Seven Dooms for Sandpoint (4-11).
I want to encourage the use of the remastered rules, but I also want to allow the legacy content from Secrets of Magic and The Advanced Player's Guide.
I have Secret's, Advanced Player's, Player Core (ORC) and GM (ORC) loaded. Do I need to load PF2 Core rules or should the players that use legacy content be expected to convert that content to use the remastered rules?
Trenloe
May 17th, 2024, 23:50
Do I need to load PF2 Core rules or should the players that use legacy content be expected to convert that content to use the remastered rules?
As I mentioned previously: "The short term decision may be based on what remastered data is currently available. For example, there are some classes from the legacy Core Rules that aren't available yet in the Player Core.
We can't guess what content you're using in your game, and everything that was in the legacy Core Rules is not yet available in remastered books. For example: are your players playing an alchemist, barbarian, champion, monk or sorcerer? Or are the (or may they in the future) use archetype dedications for those classes?
If you're not sure then you can either enable the legacy Core Rules and inform your players to look out for duplicates and use the Player Core versions, or don't enable the legacy Core Rules and if you come across something you're missing then enable it if needed.
webdove
May 18th, 2024, 01:05
I picked up the full versions of GM Core and Player's Core to contribute to your marvelous efforts. Thank you.
Trenloe
May 18th, 2024, 02:15
I picked up the full versions of GM Core and Player's Core to contribute to your marvelous efforts. Thank you.
Thank you for your support.
Leovor
May 31st, 2024, 17:05
So, im looking to start running PF2e in FGU and I was wondering if the beginner box is already remastered or not? or im better off getting the new core books?.
Trenloe
May 31st, 2024, 17:40
So, im looking to start running PF2e in FGU and I was wondering if the beginner box is already remastered or not? or im better off getting the new core books?.
It hasn't been updated yet, that will be done soon(ish) - there's been a lot of updates recently that we're trying to get on top of.
If you want to play the adventure in the Beginner Box, then get the Beginner Box and run it in an FG PF2 remastered campaign. If you don't want to run the Beginner Box adventure then pick up the core books and your adventure of choice, or create your own!
MaxAstro
June 1st, 2024, 19:35
ETTS targeting for effects doesn't seem to work correctly if the effect is saved to the hotbar. Trying to give my players an easier way to apply flat-footed...
Trenloe
June 2nd, 2024, 22:26
ETTS targeting for effects doesn't seem to work correctly if the effect is saved to the hotbar. Trying to give my players an easier way to apply flat-footed...
Complex actions like this won't work well (i.e. correctly) in the hotkey slots as they have limited information stored. I'll investigate if I can store that information, but I won't get to this in a while. I'd recommend adding a Favorite activity for this and adding the whole activity page of the charsheet to the hotkey bar, so a single click in the hotkey bar will open just the activities page of the PC - then they can click on the off-guard effect in the favorite activity. Two clicks as opposed to one, but still pretty quick...
Trenloe
June 3rd, 2024, 17:38
Released June 3rd 2024, the Monster Core ORC licensed product, with over 200 2D/2.5D generic tokens and images - quick look video here: https://youtu.be/sM0PqTmBoX0
MaxAstro
June 9th, 2024, 20:07
Could Min. Action be enabled by default for Cast actions? Because of how Fantasy Grounds handles spells and apply all, it's hard to imagine a situation where you wouldn't want a Cast action to be clickable.
Trenloe
June 11th, 2024, 18:48
Could Min. Action be enabled by default for Cast actions? Because of how Fantasy Grounds handles spells and apply all, it's hard to imagine a situation where you wouldn't want a Cast action to be clickable.
That's a good idea. Unfortunately, the way that button is setup in the code, it's not a simple thing to do. I'll add it to the list to look at when I'm in that code.
MaxAstro
June 24th, 2024, 22:53
I don't know if this is still on your to-do list, but since it's been a while I thought I'd drop a reminder that the Remastered ruleset's support for legacy creatures with Positive or Negative resistance is still broken (the damage gets automatically changed into vitality or void damage and therefore bypasses the resistance).
Trenloe
June 25th, 2024, 00:42
I don't know if this is still on your to-do list, but since it's been a while I thought I'd drop a reminder that the Remastered ruleset's support for legacy creatures with Positive or Negative resistance is still broken (the damage gets automatically changed into vitality or void damage and therefore bypasses the resistance).
Still on the long list. No ETA for a fix.
merkvah
June 29th, 2024, 12:51
I'm sorry if this has been asked and answered elsewhere: i did a forum search, but came up empty.
Paizo added the remastered "Beginner Box" to my Paizo account because I had previously purchased the Legacy Beginner Box. I have the Beginner Box for FGU as well, and was wondering if there was a remastered version of it, or if there would be?
I'm sure I can take my PDF of the remastered stuff and change whatever needs to be changed... the remaster wasn't that big of a deal... but if there's going to be a new one from FGU, I'd like to pick that one up as well.
Thanks for everything you all are doing to help us play!
Trenloe
June 29th, 2024, 21:02
Paizo added the remastered "Beginner Box" to my Paizo account because I had previously purchased the Legacy Beginner Box. I have the Beginner Box for FGU as well, and was wondering if there was a remastered version of it, or if there would be?
There will be at some point, we need to work out the best way to do it as an update to the current product - i.e. it won't be a new product, but we need to keep the legacy version available too. There's no ETA for this as we have other priorities (Player Core 2 among others). Plus, you can use the current Beginner Box in FG fine with the remastered rules.
webdove
July 6th, 2024, 06:59
Hi, I am finding that no matter how many times I type /remastered into chat it only replies with Do you want to update this campaign to use Pathfinder Remastered rules.
I cannot get it to switch back to legacy.
Trenloe
July 7th, 2024, 16:14
Hi, I am finding that no matter how many times I type /remastered into chat it only replies with Do you want to update this campaign to use Pathfinder Remastered rules.
I cannot get it to switch back to legacy.
Select "No" and it will change to legacy. I'll review changing the wording of the message.
webdove
July 7th, 2024, 16:40
Ah. Thank you.
Xargun
July 22nd, 2024, 15:46
Is there a date for release of Player Core 2 for FGU? And will the ORC module be released at the same time?
Xargun
Trenloe
July 22nd, 2024, 17:53
Is there a date for release of Player Core 2 for FGU?
FG's release date for Player Core 2 is the official Paizo release date of August 1st.
And will the ORC module be released at the same time?
This will follow at a later date, but not too long after - maybe a week or two (but I'm not committing to that).
Xargun
July 22nd, 2024, 17:58
FG's release date for Player Core 2 is the official Paizo release date of August 1st.
This will follow at a later date, but not too long after - maybe a week or two (but I'm not committing to that).
Excellent. Trying to decide when to update my current PF2 game to the remastered rules since half the PCs use classes out of Player Core 2. Thanks
Xargun
Mirostalle
August 2nd, 2024, 05:28
While rebuilding some characters for my players I unfortunately recognized a few things the player core 2 is missing:
The monk chargen tracker doesn't give the key ability choose option and so there is no free ability boost as well.
The Barbarian is missing its level 3 "Furious Footfalls" class feature.
Trenloe
August 2nd, 2024, 14:06
While rebuilding some characters for my players I unfortunately recognized a few things the player core 2 is missing:
The monk chargen tracker doesn't give the key ability choose option and so there is no free ability boost as well.
The Barbarian is missing its level 3 "Furious Footfalls" class feature.
Welcome to the FG forums. Thanks for letting us know about these issues, we'll get these fixed in the next update.
ShadeRaven
August 2nd, 2024, 14:37
While rebuilding some characters for my players I unfortunately recognized a few things the player core 2 is missing:
The monk chargen tracker doesn't give the key ability choose option and so there is no free ability boost as well.
The Barbarian is missing its level 3 "Furious Footfalls" class feature.
Thanks for the catches there, Mirostalle! Both have been fixed and are set to update ASAP.
KosmicDM
August 4th, 2024, 02:46
The Barbarian Rage feature is granting a -1 to Armor Class (probably a hold over from old rage)
Montis
August 4th, 2024, 10:48
The Barbarian Rage feature is granting a -1 to Armor Class (probably a hold over from old rage)
I don't think Player Core 2 has been released on FG yet.
Trenloe
August 4th, 2024, 17:35
I don't think Player Core 2 has been released on FG yet.
It was released on August 1st.
KosmicDM
August 4th, 2024, 19:50
I don't think Player Core 2 has been released on FG yet.
Player Core 2 released on August 1st
MaxAstro
August 5th, 2024, 02:09
I don't think Player Core 2 has been released on FG yet.
You are probably thinking of the ORC version, which isn't out yet.
Montis
August 6th, 2024, 15:56
Huh, there wasn't any post in the official conversion status thread, so I thought it wasn't out yet.
Trenloe
August 10th, 2024, 23:26
Could Min. Action be enabled by default for Cast actions? Because of how Fantasy Grounds handles spells and apply all, it's hard to imagine a situation where you wouldn't want a Cast action to be clickable.
I found a good way of doing this in the code, it'll be in the next release. I've also made any new actions created to have the includeinminlist flag set.
MaxAstro
August 11th, 2024, 05:06
Have I mentioned that I love you?
Thanks. :)
Trenloe
August 11th, 2024, 19:22
Have I mentioned that I love you?
Not recently... ;)
Thanks. :)
You're very welcome.
gavinbarnard
August 11th, 2024, 23:32
Player Core 2 issues:
Many of the classes from Player Core 2 are assigned a feat at level one, but this feat is not given at level one.
Alchemist is missing being assigned Alchemical Crafting on class assignment.
61496
61497
level 1 feat, and alchemical crafting not being assigned in class definition:
61498
The problem extends to Barbarian, Champion, Investigator, Swashbuckler for the missing first level feat, I have not investigated if any other innate feats such as Alchemical Crafting are missing from these classes.
Trenloe
August 12th, 2024, 03:35
Player Core 2 issues:
Many of the classes from Player Core 2 are assigned a feat at level one, but this feat is not given at level one.
Alchemist is missing being assigned Alchemical Crafting on class assignment.
61496
61497
level 1 feat, and alchemical crafting not being assigned in class definition:
61498
The problem extends to Barbarian, Champion, Investigator, Swashbuckler for the missing first level feat, I have not investigated if any other innate feats such as Alchemical Crafting are missing from these classes.
Thanks for letting us know. We'll get these fixed in the next release.
Xargun
August 24th, 2024, 22:41
I am trying to setup alchemic bombs as items (weapons) but whenever I add them to a PC's inventory it does not pick up the Alchemical Bomb skill when you look on the Actions tab. I have tried several variations of the Group and SubCategory. Can someone enlighten me to the correct text to make this work?
Xargun
mwfantasygrounds
August 25th, 2024, 02:08
I am trying to setup alchemic bombs as items (weapons) but whenever I add them to a PC's inventory it does not pick up the Alchemical Bomb skill when you look on the Actions tab. I have tried several variations of the Group and SubCategory. Can someone enlighten me to the correct text to make this work?
Xargun
I usually create a Spellcasting class on the Actions tab and manually create "spells" for these. However, I believe the new / correct way of doing this is to make them Activities. I think if you look at the Elixir of Life in the Player Core, you can see how as soon as it is in your inventory, it creates an Activity on your Activities tab to use it.
Xargun
August 30th, 2024, 02:12
Player Core - ORC has the wrong amount of damage listed in the spell for Arctic Rift. Just noticed it tonight while setting up an item for my group to use that has that spell. It says 5d8 when Archives says it does 12d8.
Xargun
Trenloe
August 30th, 2024, 05:16
Player Core - ORC has the wrong amount of damage listed in the spell for Arctic Rift. Just noticed it tonight while setting up an item for my group to use that has that spell. It says 5d8 when Archives says it does 12d8.
Xargun
The damage is calculated based on the spell slot it is prepared in as the damage changes when heightened - see the screenshot below. Looking at the spell in isolation (i.e. outside of a spell slot) won't give the accurate damage. When the spell is added in a rank 8 spell slot, the damage is 12d8.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61813
Birger Tucholski
August 30th, 2024, 10:54
I am trying to setup alchemic bombs as items (weapons) but whenever I add them to a PC's inventory it does not pick up the Alchemical Bomb skill when you look on the Actions tab. I have tried several variations of the Group and SubCategory. Can someone enlighten me to the correct text to make this work?
Xargun
for me there are two ways to use it. First Prepare the Bombs in the Action Tab as "Spells" like before, or you can use the Extension i Created and throw they over the activity Tab. My personal Favorit to play the Alcemist is with the Prepared Spells for the Daily Usage and the Activity Tab for Formular Book. Please check up that zero count items are not removed. In my Actual Campain i Play Bard i can´t test how it feels to PLay this Way an Alchemist.
https://forge.fantasygrounds.com/shop/items/1878/view
Xargun
August 30th, 2024, 13:11
The damage is calculated based on the spell slot it is prepared in as the damage changes when heightened - see the screenshot below. Looking at the spell in isolation (i.e. outside of a spell slot) won't give the accurate damage. When the spell is added in a rank 8 spell slot, the damage is 12d8.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=61813
Ahh I see. Is this the new format for most spells now? Don't want to raise any more incorrect red flags.
Xargun
Trenloe
August 30th, 2024, 14:09
Ahh I see. Is this the new format for most spells now? Don't want to raise any more incorrect red flags.
Xargun
It's been like this for over three years, since actions could be coded within spells before they were added to the PC/NPC sheet.
MaxAstro
September 4th, 2024, 18:21
It's been like this for over three years, since actions could be coded within spells before they were added to the PC/NPC sheet.
On this note, a UI request:
If a damage entry for a spell has no dice or static damage bonus but is instead entirely a multiplier of CL/SL/etc (for example: 2 x CL fire damage), then when viewing the automation entries in the spell outside of a character sheet, the damage entry will be entirely blank and not even show the damage type. I assume this is because the calculation runs "2xCL -> CL is 0 -> 0 damage -> don't display damage type", or something like this.
This also happens if there is a negative dice modifier that matches up with the amount of dice per caster level. For example, if a spell deals 1d6 fire/caster level, minus 1d6, the damage entry will show as blank with no damage type.
This can make it easy to miss an incorrect damage type when building spells, something that has happened to me a time or two. For example normally if you misspell "electricity", you can tell you messed up because the damage type will be blank. But in this situation you won't know it's wrong until you actually add the spell to a character.
It would be nice if the automation entry always showed the damage type, even if it thinks the spell is going to do 0 damage (just displaying "0 fire" instead of nothing, for example).
Trenloe
September 4th, 2024, 20:31
On this note, a UI request:
If a damage entry for a spell has no dice or static damage bonus but is instead entirely a multiplier of CL/SL/etc (for example: 2 x CL fire damage), then when viewing the automation entries in the spell outside of a character sheet, the damage entry will be entirely blank and not even show the damage type. I assume this is because the calculation runs "2xCL -> CL is 0 -> 0 damage -> don't display damage type", or something like this.
This also happens if there is a negative dice modifier that matches up with the amount of dice per caster level. For example, if a spell deals 1d6 fire/caster level, minus 1d6, the damage entry will show as blank with no damage type.
This can make it easy to miss an incorrect damage type when building spells, something that has happened to me a time or two. For example normally if you misspell "electricity", you can tell you messed up because the damage type will be blank. But in this situation you won't know it's wrong until you actually add the spell to a character.
It would be nice if the automation entry always showed the damage type, even if it thinks the spell is going to do 0 damage (just displaying "0 fire" instead of nothing, for example).
That's specifically coded to not show entries that don't apply. I'd need to code exceptions for spells that aren't in a PC/NPC sheet. I'll consider it for a future release, but it's going to be a low priority, so no guarantee iff/when it will be implemented. In the meantime, the best practice is to test your spell coding within a PC/NPC spell class.
merkvah
September 8th, 2024, 04:32
There will be at some point, we need to work out the best way to do it as an update to the current product - i.e. it won't be a new product, but we need to keep the legacy version available too. There's no ETA for this as we have other priorities (Player Core 2 among others). Plus, you can use the current Beginner Box in FG fine with the remastered rules.
Thank you!! I appreciate the work you all are doing!
Orimn
September 14th, 2024, 09:10
This might not be the correct place to put this, And I know it's kind of silly... but as I am building my first 2E game (our 1E game is still wrapping up) I am learning all the changes that have happened in Fantasy Grounds to play 2E on the system
But every time I look at this it bugs me
61960
MaxAstro
September 15th, 2024, 17:45
This might not be the correct place to put this, And I know it's kind of silly... but as I am building my first 2E game (our 1E game is still wrapping up) I am learning all the changes that have happened in Fantasy Grounds to play 2E on the system
But every time I look at this it bugs me
61960
Well I can't unsee that now. XD
Trenloe
September 22nd, 2024, 15:51
This might not be the correct place to put this, And I know it's kind of silly... but as I am building my first 2E game (our 1E game is still wrapping up) I am learning all the changes that have happened in Fantasy Grounds to play 2E on the system
But every time I look at this it bugs me
61960
The problem is that you can't see it if it isn't in upper case. It kinda, becomes hidden...
;)
I'll make sure there's no issues if I change that from all upper case, and if there isn't it will be updated in a future release.
Orimn
September 22nd, 2024, 21:51
;)
It's like the ago old reason that rogues wear leather armor... It's made of hide :D
Trenloe
September 24th, 2024, 19:24
This might not be the correct place to put this, And I know it's kind of silly... but as I am building my first 2E game (our 1E game is still wrapping up) I am learning all the changes that have happened in Fantasy Grounds to play 2E on the system
But every time I look at this it bugs me
61960
Updated today: https://www.fantasygrounds.com/forums/showthread.php?82811-Release-Updates-for-September-24th-2024
Urieldhynne
October 12th, 2024, 06:21
Sorry if this was already asked or if is not the place to ask this. Is PF2 Player Core 2 going to be added to the ORC module? Or only Player Core is part of it.
MaxAstro
October 13th, 2024, 15:20
Last I've heard Player Core 2 is going to be added, but there's not an ETA currently on when.
Orimn
October 17th, 2024, 18:50
Last I've heard Player Core 2 is going to be added, but there's not an ETA currently on when.
That's great to hear !
On a completely different subject, I was wondering if there was plans to add Advantage/Disadvantage to the PF2 rules
It's of course a core part of DnD, and it's also integrated into Pathfinder 1E
My new PF2 game has a Witch character who uses the Sure Strike spell (The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result.) and the automation in the spell book is written out as - Sure Strike; Fortune - So I assumed that you guys are planning on adding it using the PF2 naming of Fortune instead of Advantage/Disadvantage
Just curious, I love Fantasy Grounds game automation and I go out of my way to make sure all my players and myself have everything automated to the teeth, I like to know all the effects are being handled, modifiers, bonuses so we can focus on choices and not book keeping. It's what bogs down my at home game of PF2 I run with my son and friends. Making sure you have counted every bonus or penalty can make combat slow down, where my games in Fantasy Grounds are so much more headache free because you all have worked so hard on making this a wonderful gaming tool
Thanks for your time !
Cling
October 18th, 2024, 15:48
Hello
Fortune is a trait in PF2e.
https://2e.aonprd.com/Traits.aspx?ID=612
Orimn
October 19th, 2024, 00:58
Hello
Fortune is a trait in PF2e.
https://2e.aonprd.com/Traits.aspx?ID=612
I know it is a trait, I wasn't asking that
In Fantasy grounds there is automation in the software that when a spell effect or other effect has the Fortune trait (In the DnD and Pathfinder 3.5 rulesets it's called Advantage/Disadvantage) Fantasy Grounds will automatically make both rolls, then select the winning roll for the action taken
I was asking if there was plans to integrate this automation into the PF2 system which is lacking this specific automation
I have tried using the same automation coding that the DnD ruleset uses to automate it, but it does not function in PF2
For example
Effect: ADVATK
Effect: DISATK
Nyarly Dude
October 19th, 2024, 01:47
I know it is a trait, I wasn't asking that
In Fantasy grounds there is automation in the software that when a spell effect or other effect has the Fortune trait (In the DnD and Pathfinder 3.5 rulesets it's called Advantage/Disadvantage) Fantasy Grounds will automatically make both rolls, then select the winning roll for the action taken
I was asking if there was plans to integrate this automation into the PF2 system which is lacking this specific automation
I have tried using the same automation coding that the DnD ruleset uses to automate it, but it does not function in PF2
For example
Effect: ADVATK
Effect: DISATK
That would be inappropriate because many Fortune effects don't actually work that way in Pathfinder 2E.
For instance, if you burn a hero point for a reroll, that's a fortune effect -- and you use the result of the reroll even if it's worse. The same goes for Halfling Luck. Devise a Strategm is a fortune effect, and it only involves a single roll. Assurance is a Fortune effect and doesn't involve a roll at all.
Orimn
October 19th, 2024, 17:37
That would be inappropriate because many Fortune effects don't actually work that way in Pathfinder 2E.
For instance, if you burn a hero point for a reroll, that's a fortune effect -- and you use the result of the reroll even if it's worse. The same goes for Halfling Luck. Devise a Strategm is a fortune effect, and it only involves a single roll. Assurance is a Fortune effect and doesn't involve a roll at all.
I know there are quite a few rules that allow a re-roll
But the example I used was the Witch spell - Sure Strike spell (The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result.)
There are more spells that also allow these
I used the word Fortune because that was the word being used within Fantasy Grounds when you apply the spell effect in the combat tracker
It's not very common I know, But because it's already a function in many other Fantasy Grounds rulesets I was curious if there were plans to bring that functionality into the PF2 rules
Trenloe
October 20th, 2024, 00:21
That's great to hear !
On a completely different subject, I was wondering if there was plans to add Advantage/Disadvantage to the PF2 rules
It's of course a core part of DnD, and it's also integrated into Pathfinder 1E
My new PF2 game has a Witch character who uses the Sure Strike spell (The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result.) and the automation in the spell book is written out as - Sure Strike; Fortune - So I assumed that you guys are planning on adding it using the PF2 naming of Fortune instead of Advantage/Disadvantage
Just curious, I love Fantasy Grounds game automation and I go out of my way to make sure all my players and myself have everything automated to the teeth, I like to know all the effects are being handled, modifiers, bonuses so we can focus on choices and not book keeping. It's what bogs down my at home game of PF2 I run with my son and friends. Making sure you have counted every bonus or penalty can make combat slow down, where my games in Fantasy Grounds are so much more headache free because you all have worked so hard on making this a wonderful gaming tool
Thanks for your time !
The effect with fortune in the text is purely a reminder that Sure Strike uses the Fortune trait, and so has some limits regarding other fortune effects. As has been mentioned, abilities with the "Fortune" trait can have different dice rolling mechanics associated with them, and therefore there are no specific mechanics associated with this trait within FG.
Additionally, Sure Strike is not just limited to roll 2d20 and keep the best, it also ignores circumstance penalties and the flat check for concealed/hidden. Concealed/Hidden can be handled with the IGNORECONC and HIDDENDC: 0 effects, but ignoring circumstance penalties cannot be automated at this stage.
We will, at some point, add in a form of roll 2 dice and keep the best/worst, but it's not high on our priority list. FYI - this type of functionality isn't implemented in the PF1e ruleset - you may be getting confused with the CA and GRANTCA effects which are a hangover from the D&D 4e ruleset, and provides the flat-footed condition.
Orimn
October 21st, 2024, 19:16
The effect with fortune in the text is purely a reminder that Sure Strike uses the Fortune trait, and so has some limits regarding other fortune effects. As has been mentioned, abilities with the "Fortune" trait can have different dice rolling mechanics associated with them, and therefore there are no specific mechanics associated with this trait within FG.
Additionally, Sure Strike is not just limited to roll 2d20 and keep the best, it also ignores circumstance penalties and the flat check for concealed/hidden. Concealed/Hidden can be handled with the IGNORECONC and HIDDENDC: 0 effects, but ignoring circumstance penalties cannot be automated at this stage.
We will, at some point, add in a form of roll 2 dice and keep the best/worst, but it's not high on our priority list. FYI - this type of functionality isn't implemented in the PF1e ruleset - you may be getting confused with the CA and GRANTCA effects which are a hangover from the D&D 4e ruleset, and provides the flat-footed condition.
Good to hear, thanks for the response.
Now that I think about it, It could also be a part of one of the many add-ons I use in our PF1 game.
Fantasy Grounds has really grown a lot with built in automation functionality in PF2 compared to PF1 which needed a lot of user extensions for automation, while PF2 really has most of the bases covered out of the box, which I appreciate tremendously
Thanks again !
Trenloe
October 22nd, 2024, 18:21
I know there are quite a few rules that allow a re-roll
But the example I used was the Witch spell - Sure Strike spell (The next time you make an attack roll before the end of your turn, roll the attack twice and use the better result.)
I've added in two experimental effects for attacks: ATKR2KH and ATKR2KL - Roll 2 d20s, Keep the Highest/Lowest. These will be documented in the Wiki soon - to use just add either effect to the attacking creature.
https://www.fantasygrounds.com/forums/showthread.php?83060-Release-Updates-for-October-22nd-2024
Orimn
October 23rd, 2024, 21:23
I've added in two experimental effects for attacks: ATKR2KH and ATKR2KL - Roll 2 d20s, Keep the Highest/Lowest. These will be documented in the Wiki soon - to use just add either effect to the attacking creature.
https://www.fantasygrounds.com/forums/showthread.php?83060-Release-Updates-for-October-22nd-2024
I saw that in the new patch notes, again you rock ! :D
Also, I'm not sure if you worked on it personally but the new PF2 Theme is absolutely astounding. (If you didn't, tell the people who did they absolutely nailed it)
The new Core themes are nice, and it really polished up the look of FG from the days of classic, But you all captured the whole PF2 vibe with its new theme
I was a bit jealous of how nice DnD looked, but not anymore !
Thanks again for all your time answering my questions and helping me out, I appreciate it tremendously ;)
Miraclemaker
November 19th, 2024, 15:39
Hi Trenloe,
I wanted to ask if the core books like Howl of the Wild and newly released War of Immortals will get a ORC module like PC1 and PC2 that's included for free? I have searched the forums a bit for the confirmation on this but couldn't find it
Trenloe
November 19th, 2024, 15:59
Hi Trenloe,
I wanted to ask if the core books like Howl of the Wild and newly released War of Immortals will get a ORC module like PC1 and PC2 that's included for free? I have searched the forums a bit for the confirmation on this but couldn't find it
Hey!
We plan on doing all remastered rulebooks that are released under the ORC license - i.e. what Paizo class as a rulebook and not a setting book: https://paizo.com/store/pathfinder/rulebooks/core So, yes, this will include Howl of the Wild and War of Immortals (a bit after the official conversion release). We just have a bit of a backlog on conversions at the moment (for a couple of real life reasons), but will hopefully catch up soon...
MaxAstro
December 29th, 2024, 00:32
If you collapse the character sheet to its smallest possible width, the "store damage roll" button is hidden completely.
MaxAstro
December 29th, 2024, 00:49
Also, whenever I roll for an NPC, the dice seem to be appearing with the "earth" dice skin instead of my selected dice skin.
merkvah
January 5th, 2025, 13:49
If you collapse the character sheet to its smallest possible width, the "store damage roll" button is hidden completely.
I've seen the "store damage roll" button... but I'm new-ish to PF2. What is it used for?
MaxAstro
January 5th, 2025, 14:27
I've seen the "store damage roll" button... but I'm new-ish to PF2. What is it used for?
It's used for abilities like Double Slice that have the wording "combine the damage from both Strikes and apply resistances and weaknesses only once." The way it works is you click it before rolling damage from the first attack to 'store' the damage, and then when you roll damage for the second attack the stored damage will be combined with the rolled damage as if they were a single damage roll.
MaxAstro
January 12th, 2025, 07:11
If you collapse the character sheet to its smallest possible width, the "store damage roll" button is hidden completely.
Pinging this in case it slipped under your radar, Trenloe, since I didn't see a response. It's not a huge issue obviously but it did confuse the heck out of my players when they needed that button and didn't know about this. :)
Trenloe
January 29th, 2025, 15:14
Also, whenever I roll for an NPC, the dice seem to be appearing with the "earth" dice skin instead of my selected dice skin.
Is this still happening? If so, please provide some screenshots of the setup you have for an example NPC.
Trenloe
January 29th, 2025, 15:15
Pinging this in case it slipped under your radar, Trenloe, since I didn't see a response. It's not a huge issue obviously but it did confuse the heck out of my players when they needed that button and didn't know about this. :)
This was fixed in the ruleset update yesterday: https://www.fantasygrounds.com/forums/showthread.php?84038-Release-Updates-for-January-28th-2025 Thanks for reporting the issue, and sorry for not responding over the holidays.
MaxAstro
January 29th, 2025, 16:55
Is this still happening? If so, please provide some screenshots of the setup you have for an example NPC.
I think I figured this one out, actually. It's the setting that ties specific dice to creatures of specific types, which I hadn't noticed before. So, not a bug, just confused myself with the interface. :)
Thank you for fixing the other one though!
Xargun
February 2nd, 2025, 01:33
I noticed in my game last night - and thinking about it I have noticed it previously too - when the Notice pops into the Chat window any icons (like those for 1-action, reaction, etc..) do not copy over correctly. Not a big deal, but thought I would report it.
Xargun
Xargun
February 2nd, 2025, 16:08
I am trying to add a skill check to a spell but everytime I do it is blank and hidden. If I click on the edit button I can kind of see it but you cannot click on it to open the window to configure the skill check.
Xargun
tytus
February 6th, 2025, 01:48
Guns & Gears just dropped as a Remastered edition, Treasure Vault looks to be may. Hopefully those make it this way at some point !
danman71
February 7th, 2025, 02:12
Guns & Gears just dropped as a Remastered edition, Treasure Vault looks to be may. Hopefully those make it this way at some point !
Paizo gave me the PDF for free since I owned the prior version. Will the Remastered Guns & Gear be a free update for existing owners on FG or will we have to rebuy it all over again?
Trenloe
February 7th, 2025, 16:24
Paizo gave me the PDF for free since I owned the prior version. Will the Remastered Guns & Gear be a free update for existing owners on FG or will we have to rebuy it all over again?
We're working out with Paizo exactly what we can do with this.
Trenloe
February 7th, 2025, 16:27
I am trying to add a skill check to a spell but everytime I do it is blank and hidden. If I click on the edit button I can kind of see it but you cannot click on it to open the window to configure the skill check.
Xargun
Skill checks aren't currently supported in spells.
Trenloe
February 7th, 2025, 16:32
I noticed in my game last night - and thinking about it I have noticed it previously too - when the Notice pops into the Chat window any icons (like those for 1-action, reaction, etc..) do not copy over correctly. Not a big deal, but thought I would report it.
Xargun
The action symbols aren't specifically being displayed in chat - i.e. there's nothing to extract the action count from a spell or activity. It's only when the action symbol is in the title of the action that it won't display in chat. We'd need to change all of the chat fonts to support the action symbols. As it's not a specific piece of functionality, and themes use different fonts, it's not something that's on our radar to address action symbols in chat text. At some point in the future the ability to do more with displays in chat will be available in FG (no timeline for that) so I'm tending to hold off any chat updates that aren't a high priority.
Xargun
February 9th, 2025, 17:47
Skill checks aren't currently supported in spells.
Ok - thought I was doing something wrong :) Thanks
Xargun
February 9th, 2025, 17:48
The action symbols aren't specifically being displayed in chat - i.e. there's nothing to extract the action count from a spell or activity. It's only when the action symbol is in the title of the action that it won't display in chat. We'd need to change all of the chat fonts to support the action symbols. As it's not a specific piece of functionality, and themes use different fonts, it's not something that's on our radar to address action symbols in chat text. At some point in the future the ability to do more with displays in chat will be available in FG (no timeline for that) so I'm tending to hold off any chat updates that aren't a high priority.
Sounds good. thanks for the response.
Oladahn
February 22nd, 2025, 16:37
How do my players upgrade their characters?
i tried adding the new Player core abilities on the tracker which seemed to work but now the character sheet says Sorcerer2/Sorcerer1. Previously when looking at the character it said that it was created with an old set of rules.
Sorry if it's a dumb question.
mwfantasygrounds
February 22nd, 2025, 22:55
When a PC levels up, have them open their Tracker (it's a button on the main tab of their car sheet), and click the Add a Level button. Then read what shows up in the tracker log for what is automated and what needs to be manually done.
Oladahn
February 23rd, 2025, 11:56
Sorry, I really didn't word that very well.
What i meant is that I've upgraded the current campaign that we're playing from old 2e to the remastered Gm, player and player 2 core. I did this by typing 'remastered'
In the chat window.
However two of the PCs are stuck on the old 2e format.
One, a sorcerer the other a monk.
As an example under the new core rules a sorcerer gets 'sorceress potency' as a class feature.
I semi solved it by adding a level of sorcery from the new core rules which then added sorceress potency but also duplicated others. I then deleted all the duplicate features.
Before I carry on is there a more elegant way to update?
Also if this question should be asked elsewhere in the forum please let me know.
Trenloe
February 24th, 2025, 16:05
Sorry, I really didn't word that very well.
What i meant is that I've upgraded the current campaign that we're playing from old 2e to the remastered Gm, player and player 2 core. I did this by typing 'remastered'
In the chat window.
However two of the PCs are stuck on the old 2e format.
One, a sorcerer the other a monk.
As an example under the new core rules a sorcerer gets 'sorceress potency' as a class feature.
I semi solved it by adding a level of sorcery from the new core rules which then added sorceress potency but also duplicated others. I then deleted all the duplicate features.
Before I carry on is there a more elegant way to update?
Also if this question should be asked elsewhere in the forum please let me know.
When changing from a legacy to a remastered campaign PC sheets aren't "upgraded" - for many reasons, mostly because just deciding to use the remastered ruleset doesn't necessarily mean everything on the PC sheet should be changed. Plus, to auto upgrade a PC sheet requires a list of all of the abilities/features/feats and how they've changed from legacy to remastered, with that coded into FG. That's a lot of FG coding work, with some things that couldn't be updated automatically anyway - i.e. it could introduce errors.
The recommendation is to either rebuild with a new character - this is probably the best approach if the PCs are lower levels. Or, make a copy of the PC as a backup (the GM does this by drag/dropping the PC in the Character Selection window), then remove the abilities, feats and features and add back in the ancestry, background and class records. Or, do it as you've done - if you're aware of the differences, add in the remastered records and remove any old legacy data from the PC sheet.
mwfantasygrounds
February 24th, 2025, 16:07
edit: Trenloe got his reply in before I did - his is much more detailed :)
Ah - I don't know if this is the best way to solve it, but what I did when we converted was to actually create a new character using only the remastered books --- because Sorcerer from pre-remaster and Sorcerer from remaster are technically two different classes (at least from a computer's perspective).
So we created a new character, levelled it up to whatever level we were at, choosing the same (or remaster equivalent) feats and abilities, and then just moved the inventory over.
Oladahn
February 24th, 2025, 19:27
Thanks for the assistance guys, much appreciated.
Trenloe
March 4th, 2025, 22:03
NPC treasure parcel creation from statblock Items list functionality available today: https://www.fantasygrounds.com/forums/showthread.php?84456-Pathfinder-Starfinder-2E-NPC-Treasure-Parcel-Generation
Trenloe
March 19th, 2025, 01:49
A few ruleset updates today: https://www.fantasygrounds.com/forums/showthread.php?84578-Release-Updates-for-March-18th-2025
Pathfinder 2 RPG Ruleset (Pathfinder 2.0)
[Added] NPC Shield data (Hardness, HP, damage and BT) in the NPC statblock - auto parsed from Items list details (if available) when added to the CT.
[Added] Skill action type to spells.
[Updated] Drag/drop of spell/activity action re-enabled.
[Added] Activities tab to NPC sheet. This doesn't auto populate with all activities.
[Added] Quickref toolbar to all NPC pages.
[Added] NPC shield raised functionality - relies on the AC entry in the form "XX (YY with shield raised)" Shield raised button in NPC sheet quickref and GM Combat tracker ("Shield?" in the CT to save space).
[Updated] Chat version = PF2 Release 19n
Overview video here: https://www.youtube.com/watch?v=1R816U5-x38
We still need to add code for pre-existing Shield Block NPC automation - for now just use the SHIELDBLOCK effect with a usage of ROLL if the NPC has the Shield Block ability and will be using that reaction.
MaxAstro
April 6th, 2025, 23:13
The effect "SAVE: 4 fortitude, poison" seems to be applying the fortitude bonus on saves that do NOT have the poison trait. I am currently running game so I will try to test without extensions after if I can get one of my players to help me. This is with the PCROLL functionality, btw, and on the Live channel.
Trenloe
April 7th, 2025, 03:05
The effect "SAVE: 4 fortitude, poison" seems to be applying the fortitude bonus on saves that do NOT have the poison trait. I am currently running game so I will try to test without extensions after if I can get one of my players to help me. This is with the PCROLL functionality, btw, and on the Live channel.
Thanks for letting me know, I can recreate. As an aside, it's even more broken in the test channel - "fortitude" doesn't even work as a filter. I'll need to dive into all of the test channel updates Smiteworks have recently done. There's a change freeze on ruleset updates until the current FG code in the test channel goes live (last I heard this was April 22nd), I'll aim to get this fixed for that release.
EDIT: I've found the fix for both issues. The one you've reported was due to the trait also being a registered damage type so the code wasn't treating it as a trait. The SAVE effect shouldn't filter on damage types, only traits. I'll have a fix with the next full FG release.
Trenloe
April 23rd, 2025, 14:38
The effect "SAVE: 4 fortitude, poison" seems to be applying the fortitude bonus on saves that do NOT have the poison trait. I am currently running game so I will try to test without extensions after if I can get one of my players to help me. This is with the PCROLL functionality, btw, and on the Live channel.
This should be fixed with the new release yesterday. Thanks again for letting us know about this issue.
danman71
April 25th, 2025, 20:29
We're working out with Paizo exactly what we can do with this.
Was there ever a decision made on how to handle the remastered Guns & Gears for previous owners?
Trenloe
April 25th, 2025, 20:31
Was there ever a decision made on how to handle the remastered Guns & Gears for previous owners?
We're still waiting on approval from Paizo. Sorry it's taking so long, Paizo have changed their pricing structure for products like Fantasy Grounds and we're still working through it all.
thomnoland
May 17th, 2025, 04:07
We're still waiting on approval from Paizo. Sorry it's taking so long, Paizo have changed their pricing structure for products like Fantasy Grounds and we're still working through it all.
Any updates on this, and will the same apply to the Treasure Vault book?
Trenloe
May 17th, 2025, 04:10
Any updates on this, and will the same apply to the Treasure Vault book?
Still working on it and we hope it will also apply to the Treasure Vault remaster, but we won't know for definite until it's all finalized.
Lilkev716
July 14th, 2025, 20:06
Still working on it and we hope it will also apply to the Treasure Vault remaster, but we won't know for definite until it's all finalized.
Quick question for you, and maybe asking the wrong person. I own Vault and can load it from module activation (Remaster). However because it was added to bundle and not listed as owned do I have to buy it a second time to continue with the remaster bundle (Within the FGU Store)?
Trenloe
July 25th, 2025, 19:42
Quick question for you, and maybe asking the wrong person. I own Vault and can load it from module activation (Remaster). However because it was added to bundle and not listed as owned do I have to buy it a second time to continue with the remaster bundle (Within the FGU Store)?
Ownership of both (on the FG store) should now be in place. See this post: https://www.fantasygrounds.com/forums/showthread.php?85459-Treasure-Vaults-(Remastered)-and-Treasure-Vaults-(Original)-are-now-linked
Trenloe
February 4th, 2026, 19:10
Dark Archive remastered released in the FG store today: https://www.fantasygrounds.com/store/product.php?id=PZOSMWPZO12012FG
Steam release will be in a few days.
If you own the legacy version purchased from the FG store you will have been gifted a complimentary copy a couple of hours ago.
If you purchase either FG version in future from the FG store, you will receive a comp FG copy of the other version - i.e. purchase remastered, get legacy and vice versa - this comp process is not immediate and runs 7am Eastern time every day.
If you've purchased on Steam you will need to reach out to support to request the reciprocal complimentary copy
tahl_liadon
February 21st, 2026, 21:44
hi. i just purchased the remaster rage of elements. i am stat'ing out an pc kineticist.
i am not sure if i'm just missing it altogether, but am not able to find actions / automations for certain things:
- the basic kineticist action, elementatal blast
- channel elements
- base kinesis
among other abilities, which seems informational only -- is this accurate?
any assist to help flesh out actions would help a lot with this convoluted and fussy class.
ShadeRaven
February 23rd, 2026, 10:38
hi. i just purchased the remaster rage of elements. i am stat'ing out an pc kineticist.
i am not sure if i'm just missing it altogether, but am not able to find actions / automations for certain things:
- the basic kineticist action, elementatal blast
- channel elements
- base kinesis
among other abilities, which seems informational only -- is this accurate?
any assist to help flesh out actions would help a lot with this convoluted and fussy class.
Rage of Elements came out before some of the more recent efforts were added to bring deeper automation to the ruleset were implemented. It definitely looks like it could use some attention to update it with some of the new activities that are available for classes, etc.
Unfortunately, I am not sure when we will be able to get to it. In the meantime, have you tried creating activities of your own to implement the powers that need the attention?
tahl_liadon
February 23rd, 2026, 13:52
Unfortunately, I am not sure when we will be able to get to it. In the meantime, have you tried creating activities of your own to implement the powers that need the attention?
i did some digging and the best i can find is kineticist actions thread (https://www.fantasygrounds.com/forums/showthread.php?84738-Kineticist-Actions) that several people have pointed to. it's a good start. thx
Altonath
April 23rd, 2026, 14:18
Hi!
The option proficiency without level only works in PC? Not in the NPC or monsters?
Trenloe
April 23rd, 2026, 14:50
Hi!
The option proficiency without level only works in PC? Not in the NPC or monsters?
If the "Proficiency without Level (Restart FG)" campaign option is enabled, when an NPC is added to the combat tracker the following effect will be added to the NPC: PROF: -<level> this effect reduces all relevant actions (attack, skill, etc.) by the creature's level.
Altonath
April 23rd, 2026, 20:46
Oh my bad!:dead: Thank you so much. Shame on me!
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