View Full Version : 2024 PHB and DMG bugs reports
Zacchaeus
September 17th, 2024, 15:30
If you find any issues with the new Player's Handbook or the new Dungeon Master's Guide please report them below with enough detail so that I can find the problem easily (chapter, page, screenshots etc). Please don't post issues that you find with the ruleset. Report those in the House of Healing https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds
Here's some videos which cover some of the changes and how to do some stuff using the new ruleset and the Player's Handbook. https://www.youtube.com/playlist?list=PLvtWYj3HpGj5mTvgewAo4-vBsM_hFpiFE
dysorder
September 17th, 2024, 18:29
So, in the new character wizard, it seems everyone gets what's called an "origin feat". The wizard lists all of the feats, but many of them you click on and it says they have this or that prerequisite.
If you scroll through the "book" in fantasy grounds, the feats are grouped as "origin" and "general" and so on. And there's only like a dozen or so origin feats. It would be very easy to offer just the origin feats when the player is creating a new character.
superteddy57
September 17th, 2024, 18:37
If this is through the character wizard there is a filter called category that would assist in only showing the Origin feat choices.
dysorder
September 17th, 2024, 18:40
Oh, there is. Didn't notice that, sorry.
dysorder
September 17th, 2024, 18:54
Crashed when I clicked save in the character wizard. Had created a brand new campaign file with only the new PHB loaded.
ddavison
September 17th, 2024, 18:56
Crashed when I clicked save in the character wizard. Had created a brand new campaign file with only the new PHB loaded.
Are you using any extensions or do you have an unpacked 5E ruleset?
dysorder
September 17th, 2024, 18:57
No, nothing loaded except the PHB.
ddavison
September 17th, 2024, 19:01
Can you send us the error message and the steps to recreate this?
dysorder
September 17th, 2024, 19:02
Is there someone I can send the compiled log to?
superteddy57
September 17th, 2024, 19:02
You can post the zip file it creates here in your post. You may need to use 'Go Advanced' button in the bottom right
superteddy57
September 17th, 2024, 19:49
There were two logs. The previous log issue was fixed, so please try another update to fix the species issue. The other log is the current one and shows a gsub error. We will need more steps in replicating the issue that you were seeing. You can also type '/debug on' and try to replicate and this will provide more information in the logs as well.
Alynn
September 17th, 2024, 21:14
I didn't see a sticky for this, or another thread elsewhere. If there is please point me that way.
Tiers of Play
Tier 1 "The threats they face ger to local farmsteads or villages"
Tier 2 "Most Weapon classes gain the ability to make in a round." "The characters now threaten cities and kingdoms."
MOD: Moved into sticky thread for 2024 issues.
Tooting Dog
September 17th, 2024, 21:27
Great job on the conversion! It looks like SW put a lot of work into this. I noticed tools and arcane focuses do not have GP prices.
MOD: Moved into sticky thread for 2024 issues.
Zacchaeus
September 17th, 2024, 21:43
I didn't see a sticky for this, or another thread elsewhere. If there is please point me that way.
Tiers of Play
Tier 1 "The threats they face ger to local farmsteads or villages"
Tier 2 "Most Weapon classes gain the ability to make in a round." "The characters now threaten cities and kingdoms."
MOD: Moved into sticky thread for 2024 issues.
Great job on the conversion! It looks like SW put a lot of work into this. I noticed tools and arcane focuses do not have GP prices.
MOD: Moved into sticky thread for 2024 issues.
Thanks, I'll note these for fixing.
Lazybones1969
September 17th, 2024, 22:40
I've only just started getting into the new character builder, but it appears that there is no provision for selecting a druid's Primal Order; the character builder appears to give the character the Warden option by default. Also, it appears that you can add your background stat boost to the same ability (i.e., I was able to put both +2 and +1 into Wisdom).
Zacchaeus
September 17th, 2024, 22:53
I've only just started getting into the new character builder, but it appears that there is no provision for selecting a druid's Primal Order; the character builder appears to give the character the Warden option by default. Also, it appears that you can add your background stat boost to the same ability (i.e., I was able to put both +2 and +1 into Wisdom).
The first one suggests to me that you only have the free basic rules open and not the PHB. The free rules only have one archetype for each class. For the second one the delimiters have been removed so it is possible to put points into the same ability. This was done to make things easier for Homebrew classes and also to make it easier to code for future possible changes WOTC might make amongst other reasons.
superteddy57
September 17th, 2024, 22:54
There is no gatekeeping around duplicates moving forward. So you could pick things twice. This got complicated to keep track of and will provide alerts for those duplicates as time goes on. As for Feature Choices, the character wizard hasn't been expanded that far to include them. You can re-drop the link on the character sheet to get the dialog box to add it to the sheet after you have committed.
Lazybones1969
September 17th, 2024, 22:59
The first one suggests to me that you only have the free basic rules open and not the PHB. The free rules only have one archetype for each class. For the second one the delimiters have been removed so it is possible to put points into the same ability. This was done to make things easier for Homebrew classes and also to make it easier to code for future possible changes WOTC might make amongst other reasons.
Actually, when I built this character I only had the PHB open and not the Basic Rules.
For the second one I'll be sure to remind my players that it is not intended that they be able to put their stat boosts into the same ability, at least per the default rules.
Found another one: the character builder does not automatically add the proficiency bonus to the weapons it adds to the Action tab of the character sheet.
superteddy57
September 17th, 2024, 23:16
We'll look into the weapon add having proficiency. I don't remember if it did, but we'll check it out.
Lazybones1969
September 18th, 2024, 00:13
A few times now the builder has placed a "Psychic Blade" weapon in a character's inventory and Action tab, even though the character's class does not have that feature. So far it's happened with a druid and a warlock.
superteddy57
September 18th, 2024, 00:26
Thanks for the report. I'll look into it
dysorder
September 18th, 2024, 00:27
I reproduced making a level 1 fighter using the wizard with debug on. Same error when I clicked Save. Logs with debug on attached.
superteddy57
September 18th, 2024, 00:30
I reproduced making a level 1 fighter using the wizard with debug on. Same error when I clicked Save. Logs with debug on attached.
I have a solution for this and should be part of the next update if it hasn't already been pushed.
superteddy57
September 18th, 2024, 00:34
A few times now the builder has placed a "Psychic Blade" weapon in a character's inventory and Action tab, even though the character's class does not have that feature. So far it's happened with a druid and a warlock.
EDIT: the builder adds a goliath's "Large Form" to a new first-level character even though that ability isn't gained until level 5.
Also, the character abilities that are automatically added to the Actions tab of a character sheet via the builder are all flagged as "Legacy" even though they are 2024 content.
That's an issue with the scholar's pack and the Book item entry points to the Psychic Blade. We will look into updating the module with the correct item. For now, you can replace the Psychic Blade entry with a Book.
Lazybones1969
September 18th, 2024, 00:35
Sorry, I had added these to my earlier post without realizing that the thread had gone to a third page. These are fairly minor but thought you might want to add to your list.
The builder adds a goliath's "Large Form" to a new first-level character even though that ability isn't gained until level 5.
Also, the character abilities that are automatically added to the Actions tab of a character sheet via the builder are all flagged as "Legacy" even though they are 2024 content.
EDIT: and I see you already caught it. Feel free to delete this post.
Moon Wizard
September 18th, 2024, 01:23
We currently don't have an ability to break out racial traits to be added at later levels; so they are added to the sheet when the race is selected. It's on our list to look at later.
Regards,
JPG
Moon Wizard
September 18th, 2024, 01:32
Just pushed a fix to allow weapons to default to proficient when added to a PC. Please run a new Check for Updates, and try again.
Regards,
JPG
meadegendar
September 18th, 2024, 02:15
After the update, in the Classes' sidebar, Xanathar's content got nuked. All I see is two New Class Links
superteddy57
September 18th, 2024, 02:17
Xanathar's offered new subclasses and the classes there were used to set up those subclasses and make them available to be selected during level up. They have been moved to the Subclass area and the classes removed as they were copies of the PHB record.
ShadeRaven
September 18th, 2024, 02:28
I think the error messages (../manager_charwizard_abilities.lua]:45: attempt to index local 'w' (a nil value)) on character creation and level advance has been reported, but I haven't seen anyone mention this very minor issue yet:
For the Cleric, if you use the Character Wizard, it just adds Divine Order as a generic feature of the class. However, if you don't use the wizard, when you add the Cleric Class to a sheet without the wizard, it will pop up a decision box for Divine Order (Protector or Thaumaturge) which then fills out the appropriate fields based on the selection.
Similarly, someone mentioned above that you can select the same ability twice on Background selection in the wizard... this is not the case when adding it manually. It offers two pop up boxes, removing the first selection on the next one(s).
superteddy57
September 18th, 2024, 02:31
We are aware of the Feature Choices not being available with the Character Wizard and on our short list of expansions to add in later. You can redrag the feature on the abilities tab to add the choice you want.
GMAvey
September 18th, 2024, 06:19
So I prep everything well in advance for my games
I found that mapped prepped encounters were just not loading correctly, with some spawning in the tracker and others just not showing up at all. This would be bad enough but I found that spellcasting enemies (namely the ones from 3rd party books like Kobold Wizard from Creature Codex) combat tracker shortcuts just did not function and did not appear whatsoever, essentially completely breaking the npc.
MakiMaki
September 18th, 2024, 06:34
The Multiclass into rogue does not include the one extra proficiency it's supposed to have in the character wizard. Obviously, I can add it after the character is made. but I thought I should report it as missing from the wizard anyway.
Moon Wizard
September 18th, 2024, 06:55
@GMAvey,
Nothing in that section of the code was changed for this release. (i.e. encounters, encounter to combat tracker transfer, nor encounter placement)
Are you running any extensions?
@MakiMaki,
Thanks for reporting; I will add to our list to fix.
Regards,
JPG
GMAvey
September 18th, 2024, 07:15
So the only extensions I have is the Aura extension, and Robtwohy. The npcs are all over the place in terms of working or not working. Vampire from Monster Manual will not load its shortcut spells. Also I have no extension that interacts at all with encoutners. But these same encounters worked just fine pre update and now basically do not work at all post update.
Tooting Dog
September 18th, 2024, 07:31
In Warlock Features, both "Extra Warlock Invocations" and "Extra Warlock Invocation" state that you gain 2 extra Invocations of your choice. I think the latter, "Invocation" without the "s" should read that you gain just 1 extra Invocation.
Moon Wizard
September 18th, 2024, 08:05
@GMAvey,
You'll need to disable any extensions until the extension developers verify that they are working with the latest changes. Otherwise, you will get unexpected results. If you are getting issues without any extensions, please let us know.
@Tooting Dog,
Thanks for reporting.
Regards,
JPG
dysorder
September 18th, 2024, 12:38
OK good news and bad news. Same character, I did not get the error when I clicked commit then save. Yay.
But I did get an error when I attempted to change the background. It's worth noting that when I closed the error window it let me continue.
dysorder
September 18th, 2024, 12:47
OK, uh, so, I leveled the fighter up a couple times and picked the new psi warrior subclass.
As far as I can tell this did nothing. In the actual character sheet it says "Fighter subclass" and "Fighting style" under "features" on the abilities tab, but beyond that it doesn't say what fighting style I selected and nothing about what abilities the psi warrior has.
ddavison
September 18th, 2024, 14:33
Updates pushed for the Dungeons & Dragon's Player's Handbook and the D&D 2024 Free Rules modules:
Fixed Scholar's Pack book link to point to a book instead of a pscyhic blade
Relinked this for the Warlock and Wizard class which included the Scholar's Pack in the starting equipment
Fixed the Tiers of Play text for Tier 1 and Tier 2
Adjusted the text for Warlock's Extra Invocation to only give 1 new invocation at those levels
ShadeRaven
September 18th, 2024, 14:52
Small thing. Mace damage is not showing up in actions.
Edit: Adding to this. Looks like Bludgeoning damage in general has a problem.
Further Edit: The damage does appear in the chat box as bludgeoning, it appears to just be that it's not displayed on the action tab. Looks like anything the exceeds the box is not appearing. The damage rolls correctly, it's just the display when the damage details runs beyond the box.
RodneyMohr
September 18th, 2024, 15:15
Issues with Druid Class Creation
* Within the Character Wizard there isn't an option to choose Primal Magician or Warden. However when dragging and dropping the class onto a new character, that option does show. Even when it is chosen it doesn't automatically enable the proficiency for medium armor and weapons on the action tab. Meaning the "Proficient" Toggle wasn't being automatically selected.
* When choosing Wood Elf (through Drag and drop onto the character sheet), it adds too many spells for 1st level. The Wood elf doesn't get pass without trace until level 5 and longstrider until level 3, both were added to my 1st level character.
* This may be a proficiency issue as well but when my character had equipped the hide armor (on the inventory tab) the AC calculation was not showing properly on the Main tab. Again this may be that it "thought" my character was not proficient so it didn't calculate the AC with it included.
Tooting Dog
September 18th, 2024, 15:59
LANGUAGES
The Character Wizard does not appear to give an option to select languages (Common plus two others.) I am not sure if this is by design because it is not too big an inconvenience to drag them onto the character sheet.
superteddy57
September 18th, 2024, 16:02
When providing feedback, please provide steps and breakdown of how to replicate the issue you are seeing. Especially with the character wizard as there can be so many things that might affect this and might need a specific combination of steps for it to be reproduced.
Ferno
September 18th, 2024, 16:56
When I add the origin feat "Lucky" to a character, two effects appear in the actions tab. The one to give yourself advantage on d20 rolls and the one to give disadvantage to foes. The thing is, the rules as written for using Lucky to give disadavantage to foes only allows you to give disdvantage to attacks (DISATK), not saves and checks, but the effect there also included DISSAV and DISCHK.
Tooting Dog
September 18th, 2024, 17:10
Really? I have to go through the steps? You guys forgot to add the means to select languages.
Click Character Wizard and use only the 2024 material.
Click Class - Warlock - Select my Proficiencies and get the Check Mark on Class. Click Add Class.
Click Background - Wayfarer - Click +2, +1 and put the points in Char and Dex (BTW, you can place all points in the same Stat.) Get the Check Mark on Background.
Click Species - Click Elf - Click Drow Elf - Select Keen Senses. Get Check Mark on Species.
Click Abilities - Click Standard Array (or any of them for that matter.) Get Check Mark on Abilities.
Click Equipment - Select either the gold or the equipment. Get Check Mark on Equipment.
Click Commit - Add name and Save.
Nowhere does the Wizard ask you to select your two languages. The character sheet does not even get the standard Common that everyone gets on the sheet under Languages in the Abilities tab, it is blank.
Zacchaeus
September 18th, 2024, 17:40
Issues with Druid Class Creation
* Within the Character Wizard there isn't an option to choose Primal Magician or Warden. However when dragging and dropping the class onto a new character, that option does show. Even when it is chosen it doesn't automatically enable the proficiency for medium armor and weapons on the action tab. Meaning the "Proficient" Toggle wasn't being automatically selected.
* When choosing Wood Elf (through Drag and drop onto the character sheet), it adds too many spells for 1st level. The Wood elf doesn't get pass without trace until level 5 and longstrider until level 3, both were added to my 1st level character.
* This may be a proficiency issue as well but when my character had equipped the hide armor (on the inventory tab) the AC calculation was not showing properly on the Main tab. Again this may be that it "thought" my character was not proficient so it didn't calculate the AC with it included.
I'm not sure if all of the sub choices have been coded to add things like proficiencies; but you are correct nothing gets added. There's no mechanism at the moment to add in features to Species which are gained at later levels, so in the meantime everything is added at level 1. I'm not seeing any issues with equipping hide (or any other) armour. It's possible that issue was fixed earlier since weapons were not defaulting to proficient; so it's possible that Moon Wizard added proficiency for armour as well.
Zacchaeus
September 18th, 2024, 17:43
Really? I have to go through the steps? You guys forgot to add the means to select languages.
Click Character Wizard and use only the 2024 material.
Click Class - Warlock - Select my Proficiencies and get the Check Mark on Class. Click Add Class.
Click Background - Wayfarer - Click +2, +1 and put the points in Char and Dex (BTW, you can place all points in the same Stat.) Get the Check Mark on Background.
Click Species - Click Elf - Click Drow Elf - Select Keen Senses. Get Check Mark on Species.
Click Abilities - Click Standard Array (or any of them for that matter.) Get Check Mark on Abilities.
Click Equipment - Select either the gold or the equipment. Get Check Mark on Equipment.
Click Commit - Add name and Save.
Nowhere does the Wizard ask you to select your two languages. The character sheet does not even get the standard Common that everyone gets on the sheet under Languages in the Abilities tab, it is blank.
I don't think Superteddy's post was directed at you. Also it would seem that language choice hasn't been implemented yet since it doesn't populate via drag and drop either, So it's not confined to the Character Wizard.
Zacchaeus
September 18th, 2024, 17:45
When I add the origin feat "Lucky" to a character, two effects appear in the actions tab. The one to give yourself advantage on d20 rolls and the one to give disadvantage to foes. The thing is, the rules as written for using Lucky to give disadavantage to foes only allows you to give disdvantage to attacks (DISATK), not saves and checks, but the effect there also included DISSAV and DISCHK.
I can confirm this one. Thanks for reporting.
Moon Wizard
September 18th, 2024, 18:39
Just pushed a few updates to fix a few items:
CW multi-class rogue not adding extra proficiency
Spell drag and drop not assigning to existing Spells group
Ancestries not removing traits on reset
Lazybones1969
September 18th, 2024, 22:06
In the "Initiative" radial menu on the Combat Tracker, the old option "Roll NPC Initiatives" now has the same mouseover text as "Roll All Initiatives." The actual button works correctly when selected so it's just a labeling issue.
johnecc
September 19th, 2024, 01:18
Just to be clear, I don't have the PHB yet, but found this bug using the Free Rules, so assume it will be the same. I created a character with the Alert feat, one of its abilities is to add your proficiency bonus to Initiative rolls. However, when I roll Initiative, it only adds my Dex bonus, not the Proficiency bonus(+2). It appaers that the Alert feat should activate the "Proficiency" check on the Init calculation, similar to the Armor Proficiency check.
Moon Wizard
September 19th, 2024, 02:07
Just pushed a few updates to fix a few items reported here, as well as some other items I fixed:
[CoreRPG] Incorrect label on CT menu radial item for Roll NPC Initiatives. Fixed.
[5E] CW feature sections auto-expand initially when selections outstanding.
[5E] CW feature sections auto-collapse after making last decision.
[5E] PC effect ability tags resolving to score, instead of bonus. Fixed.
[5E] CW feat selections not being saved. Fixed.
[5E] Longer damage strings on PC weapons not displaying full string. Fixed.
[5E] Drag and drop of Legacy Monk class asked for 0 tool proficiency selections. Fixed.
Lo Zeno
September 19th, 2024, 11:04
I found a bug when creating a Druid character:
no extensions loaded, no modules, just the new 2024 PHB; when creating a Druid, the Character Wizard doesn't ask which option of Primal Order the player wants (Magician or Warden), instead it applies automatically the Warden option (adds proficiency with Martial weapons and Medium armor).
When using the drag-and-drop method, FGU doesn't ask for which option is chosen either; but manually dragging the Primal Order feature from the class to the character does show the pop-up to choose between Magician and Warden.
[EDIT] My bad, disregard this: I didn't notice it was already reported.
allenw01234
September 19th, 2024, 12:54
When you change the version of an existing NPC spellcaster to 2024, it doesn't update their spell descriptions to the 2024 versions.
Lo Zeno
September 19th, 2024, 13:56
Ok, this one I think hasn't been reported yet: this happens to me with no extensions loaded and only the new PHB loaded.
Using the character wizard, trying to create a Druid or a Paladin (I haven't seen it happen with other classes yet), after having selected the class options and spells for level 1, select the Noble background; when choosing whether you want 3 abilities +1, or One +2 and One +1, select the One +2 and One +1: the console shows the following error
[ERROR] Script execution error: [string "5E:charwizard/scripts/decision.lua"]:100: attempt to index global 'choice' (a nil value)
The same error shows up again once selected an ability for the +2.
Now save the character, and try to level up using the character wizard again: as soon as the "level up" button in the character wizard is pressed, this error appears:
[ERROR] Script execution error: [string "5E:..ripts/manager_charwizard_abilities.lua"]:45: attempt to index local 'w' (a nil value)
It's possible to save the character at this point, but the options are not correctly shown (e.g. no option for the paladin to choose the fighting style). If instead of saving one decides to CANCEL and quit the character wizard, and try the LVL UP button in the character class/level box again, the character wizard appears, the same error appears again ([ERROR] Script execution error: [string "5E:..ripts/manager_charwizard_abilities.lua"]:45: attempt to index local 'w' (a nil value)) but the character wizard doesn't show any class feature anymore (and doesn't allow to select new spells either)
Video for clarity: https://1drv.ms/v/s!AhU4e1ugaj2RhJNypOaC8JqoYATenA?e=CoKP8M
Zacchaeus
September 19th, 2024, 14:12
When you change the version of an existing NPC spellcaster to 2024, it doesn't update their spell descriptions to the 2024 versions.
It won't change the spell descriptions in a PC actions tab. When you add a spell to a character it's fixed since it's a copy of the spell. The change in version only affects what is displayed in the lists; so if you change the version in the spell list it will swap between the 2014 and 2024 versions of the spell; but it will have no other effect. If you change the version globally in options then all that does is change what is shown on the lists for NPCs, equipment, classes, species, backgrounds, spells, and any other lists that have the option.
Once you have added something to a character then it's fixed and the version option won't change that.
Zacchaeus
September 19th, 2024, 14:15
Just to be clear, I don't have the PHB yet, but found this bug using the Free Rules, so assume it will be the same. I created a character with the Alert feat, one of its abilities is to add your proficiency bonus to Initiative rolls. However, when I roll Initiative, it only adds my Dex bonus, not the Proficiency bonus(+2). It appaers that the Alert feat should activate the "Proficiency" check on the Init calculation, similar to the Armor Proficiency check.
It's possible that this has been fixed since you reported it but I'm not seeing this.
allenw01234
September 19th, 2024, 14:38
Thanks, but I'm talking about NPCs, not PCs.
It won't change the spell descriptions in a PC actions tab. When you add a spell to a character it's fixed since it's a copy of the spell. The change in version only affects what is displayed in the lists; so if you change the version in the spell list it will swap between the 2014 and 2024 versions of the spell; but it will have no other effect. If you change the version globally in options then all that does is change what is shown on the lists for NPCs, equipment, classes, species, backgrounds, spells, and any other lists that have the option.
Once you have added something to a character then it's fixed and the version option won't change that.
ddavison
September 19th, 2024, 15:10
Thanks, but I'm talking about NPCs, not PCs.
This is also true about NPCs. Toggling the version from Legacy to 2024 or vice-versa just changes the display of how the NPC looks - primarily the stat block display. It doesn't automatically change any values or relink any data records.
allenw01234
September 19th, 2024, 16:21
This is also true about NPCs. Toggling the version from Legacy to 2024 or vice-versa just changes the display of how the NPC looks - primarily the stat block display. It doesn't automatically change any values or relink any data records.
Are there any plans to add this functionality for NPC spells? It would be very useful.
Moon Wizard
September 19th, 2024, 16:50
Because the publisher specifically decided to allow records from Legacy and 2024 to be used at the same time alongside each other, users can choose to use either Legacy or 2024 versions of any record. Also, as mentioned above, the data is fixed in the NPC records as full copies of the spell data using the Legacy data.
The spells on the NPC will continue to work as they always have; so nothing will break. If you want to use new versions of the spells on an NPC, then you can delete the spells on the NPC, and drop in the 2024 versions you want to use.
Regards,
JPG
Moon Wizard
September 19th, 2024, 18:04
Just pushed a few updates to fix reported items:
Second fighter equipment kit option ignored when selected. Fixed.
Script error when making +2/+1 ASI choice for Background. Fixed.
Zetesofos
September 20th, 2024, 04:26
So, not sure if this is the place to ask, but did Fantasy Grounds remove the Action Summary column for entries on the Action Tab. I had a game active that had players Character Sheets with many actions with short-hand summaries for abilities; and they now appear to be all gone?
Moon Wizard
September 20th, 2024, 05:18
Updates
NPC Recharge option on powers not being parsed correctly when added to CT. Fixed.
D&D 2024 Lucky feat incorrectly adding DISCHK and DISSAV to effect action on PC sheet. Fixed.
Moon Wizard
September 20th, 2024, 05:20
Responded to @Zetesofos along with extension in a separate thread.
https://www.fantasygrounds.com/forums/showthread.php?82733-D-amp-D-2024-Rules-Update-and-Frequently-Asked-Questions-(FAQ)&p=726103&viewfull=1#post726103
Regards,
JPG
Laerun
September 20th, 2024, 07:46
Observation: The current 5e 2024 rule set lacks streamlined navigation and accessibility, particularly in areas such as weapon mastery, which complicates the character creation process. Users must frequently refer back to the Player’s Handbook (PHB) or similar sources to identify the mastery properties of each weapon, making the process cumbersome and time-consuming. This issue affects the overall quality of navigation, creating unnecessary hurdles during gameplay and character building.
Request: To improve usability, it is suggested that weapons be sorted by mastery type or that hyperlinks be added directly to relevant sections within the digital rulebooks. Implementing inline tables or creating an easily accessible reference list that displays weapon names alongside their mastery types would significantly enhance visibility and reduce the need for extensive manual cross-referencing during character creation. This approach would help players access crucial information quickly, allowing for a smoother, more intuitive experience. This is akin the the Battle Master maneuvers, they should be more accessible and easier to find without drilling down manually into the rulebooks to reference these important class options.
Zacchaeus
September 20th, 2024, 14:43
Observation: The current 5e 2024 rule set lacks streamlined navigation and accessibility, particularly in areas such as weapon mastery, which complicates the character creation process. Users must frequently refer back to the Player’s Handbook (PHB) or similar sources to identify the mastery properties of each weapon, making the process cumbersome and time-consuming. This issue affects the overall quality of navigation, creating unnecessary hurdles during gameplay and character building.
Request: To improve usability, it is suggested that weapons be sorted by mastery type or that hyperlinks be added directly to relevant sections within the digital rulebooks. Implementing inline tables or creating an easily accessible reference list that displays weapon names alongside their mastery types would significantly enhance visibility and reduce the need for extensive manual cross-referencing during character creation. This approach would help players access crucial information quickly, allowing for a smoother, more intuitive experience. This is akin the the Battle Master maneuvers, they should be more accessible and easier to find without drilling down manually into the rulebooks to reference these important class options.
I separated out the weapons page so that Weapon properties and Mastery Properties now have their own pages; these can be linked to a quick slot for easier reference.
Moon Wizard
September 20th, 2024, 16:42
Updates
Actions automatically added to PC during character creation will now inherit rules version from source record.
Class rules version not being picked up correctly on CW level up. Fixed.
All class features incorrectly re-added to CW level up window on subclass selection. Fixed.
Reliable save effects were not working. Fixed.
Griogre
September 21st, 2024, 01:22
Before I noticed this thread, I posted about a missing PH chapter image in the House of Healing: https://www.fantasygrounds.com/forums/showthread.php?82771-Dungeon-and-Dragons-Player-s-Handbook-(2024)-Missing-Image
Laerun
September 21st, 2024, 03:41
I separated out the weapons page so that Weapon properties and Mastery Properties now have their own pages; these can be linked to a quick slot for easier reference.
Okay, thank you. Did you see the necessity or was it just whining?
ddavison
September 21st, 2024, 06:33
I restored Tasha's base class records. Subclasses are still extracted, but this should provide access to the optional features for those classes from Tasha's, as well as provide linkage to the classes for existing records.
Zacchaeus
September 21st, 2024, 16:03
Okay, thank you. Did you see the necessity or was it just whining?
Not whining but a QoL thing.
Laerun
September 24th, 2024, 00:55
Smiteworks Team,
I've encountered a small bug with the new Fantasy Grounds 5e 2024 Player's Handbook while leveling a War Domain cleric to level 7. Using the drag-and-drop method, I noticed that Fantasy Grounds automatically grants prepared spells for each level based on the character's level and domain bonus spells prepared, which is great.
However, it incorrectly adds bonus spells for spells at level 5-7 spells at cleric level 7, while clerics shouldn't have access to level 5 spells until level 9. This seems to be an issue with how the XML is flagging spell levels during the leveling process. I am not using any extensions or legacy content. I also noticed that languages are no longer added to or prompted for with the expanded 2024 5e rule set, is this to be the case or just a small change or uneccesary function now?
Are we to assume that a number of previous or newer features are hard coded to just "work", or do we need to assume that each build needs to be scrutinized and checked for automation or if it might require some manual syntax to be added in with the 2024 5e PHB rules? It's not easy or consistent to tell or know which processes were inherited, changed, or left out as of now. I realize this integration is new and challenging, but there are so many loose ends for now until the Smiteworks team has time to go through the changes and such.
Thanks in advance
Moon Wizard
September 24th, 2024, 19:51
Updates
Added D&D 2024 species languages selection to drag and drop and character wizard creation methods.
D&D 2024 subclass features that added spells now add only at the level received.
Actions automatically added to PC during character creation will now inherit rules version from source record.
Class rules version not being picked up correctly on CW level up. Fixed.
All class features incorrectly re-added to CW level up window on subclass selection. Fixed.
Reliable save effects were not working. Fixed.
Skill checks used new Exhaustion rules, regardless of Rules Version option. Fixed.
D&D 2024 Alert feat added using CW did not apply initiative proficiency. Fixed.
Script error when dropping skill records on PC skills tab. Fixed.
Skill and Language selections not appearing in CW for some traits/features. Improved.
Laerun
September 24th, 2024, 20:16
Updates
Added D&D 2024 species languages selection to drag and drop and character wizard creation methods.
D&D 2024 subclass features that added spells now add only at the level received.
Actions automatically added to PC during character creation will now inherit rules version from source record.
Class rules version not being picked up correctly on CW level up. Fixed.
All class features incorrectly re-added to CW level up window on subclass selection. Fixed.
Reliable save effects were not working. Fixed.
Skill checks used new Exhaustion rules, regardless of Rules Version option. Fixed.
D&D 2024 Alert feat added using CW did not apply initiative proficiency. Fixed.
Script error when dropping skill records on PC skills tab. Fixed.
Skill and Language selections not appearing in CW for some traits/features. Improved.
This is great news, thank you!
johnecc
September 24th, 2024, 21:44
Amazing work guys. Lots of updates this week, not just 5e, you all work so hard to make the best VTT better.
MakiMaki
September 24th, 2024, 22:55
My player remade their ranger last night, and it seems rangers aren't getting spell slots by default anymore in the character wizard and had to be added afterward.
MakiMaki
September 24th, 2024, 23:29
also, both sorcerer and warlock have their subclass "always prepared spells" show up in actions tabs based on total level, not class level. leaving a level 8 sorcerer/warlock with spells prepared that they can't cast and shouldn't yet have unlocked.
Moon Wizard
September 24th, 2024, 23:29
Just pushed a hot fix for Paladin/Rogue spellcaster levels when calculating spell slots, as well as script error on Rogue proficiency selection. Please run a new Check for Updates.
Regards,
JPG
Danimal66
September 25th, 2024, 04:33
I just got the new PHB and was messing around with the character wizard. It didn't prompt me to add my 4 1st level spells as a cleric but the bigger problem is I can't seem to drag and drop spells on the character sheet unless I'm missing something obvious.
Moon Wizard
September 25th, 2024, 05:28
@Danimal66,
It doesn't prompt you to add the known spells; but there is a Spells button on the Character Wizard - Class tab next to the class Features button to let you add spells.
You can also drag and drop links to spell records directly to the Actions tab of the character sheet as well. You can only add on the Actions tab; not on any other PC sheet tab.
Regards,
JPG
Ferno
September 25th, 2024, 15:53
Hi, last night I was creating new character sheets for my players for the 2024 version and I think I found a bug. While building a Path of the Zealot Barbarian, even though I am 100% sure I chose the new 2024 book as the source for the subclass, the features added to the sheet were the Xanathar's Guide version (I had this module loaded as well). I even repeated the process in new sheets and it was always the same. The only way to force the use of the 2024 was to unload the Xanathar Guide module. Doing that allowed the correct features to be imported when leveling up the barbarian.
Zacchaeus
September 25th, 2024, 16:10
Hi, last night I was creating new character sheets for my players for the 2024 version and I think I found a bug. While building a Path of the Zealot Barbarian, even though I am 100% sure I chose the new 2024 book as the source for the subclass, the features added to the sheet were the Xanathar's Guide version (I had this module loaded as well). I even repeated the process in new sheets and it was always the same. The only way to force the use of the 2024 was to unload the Xanathar Guide module. Doing that allowed the correct features to be imported when leveling up the barbarian.
I'm not seeing this. I've tested a few times and as long as I select the 2024 version of the PHB the correct features are added at level three when I select the Path of the Zealot. Can you test in a new campaign without extensions to see if you can replicate the error?
Laerun
September 25th, 2024, 20:13
Updated FG today: 09/25/24 12:00 Noon ET
Newer 5e 2024 Campaign, no extensions or legacy content.
Actions:
Launched CW with PHB Activated
Select Class: Rogue
Select Skill Options, okay
Select Background: Criminal
Choice #2 for ASI +1, to 3 abilities, is not offering the change options after selecting the option #2 (Tasha's ASI method).
Image example attached.
*Also, on certain choice build paths, criminal build path for example, a Rogue: Expertise Option, IF you were to select a background that gives you stealth already (Criminal), and you wish to avoid doubling up on your abilities, you have no way to select your actual class Expertise initially, unless you wait until after the CW build and go adjust this manually from the sheet itself. So, therefore, initially, you are locked out of part of your Expertise options initially. A bit of an edge case, for sure, but it is a potential confusion point for newer users, or for users that have not come across this yet.*
**Update: Also broken in drag and drop character creation, the second ASI option when using the newer Tasha's method.
Tooting Dog
September 25th, 2024, 20:42
I have noticed that spellcasters who do not prepare spells (Warlock and Ranger in my case) are being created with the Power Group set to 2 Prepared Spells. Newer players may not know how to change this and input a 0 so that their spells appear in the combat mode of the sheet.
Ferno
September 25th, 2024, 21:33
I'm not seeing this. I've tested a few times and as long as I select the 2024 version of the PHB the correct features are added at level three when I select the Path of the Zealot. Can you test in a new campaign without extensions to see if you can replicate the error?
Hi, did as you asked in a new campaign with no extensions and this time things turned out right even with the Xanathar book loaded. I'm glad it is likely just an extension conflict.
Zacchaeus
September 25th, 2024, 21:49
I have noticed that spellcasters who do not prepare spells (Warlock and Ranger in my case) are being created with the Power Group set to 2 Prepared Spells. Newer players may not know how to change this and input a 0 so that their spells appear in the combat mode of the sheet.
There needs to be a number in that box in the power group otherwise the spell preparation feature won't work. It doesn't matter what number is there as long as there is one. If someone changes it to a zero then they'll need to change it back to a number for the feature to work.
Danimal66
September 25th, 2024, 22:25
@Danimal66,
It doesn't prompt you to add the known spells; but there is a Spells button on the Character Wizard - Class tab next to the class Features button to let you add spells.
You can also drag and drop links to spell records directly to the Actions tab of the character sheet as well. You can only add on the Actions tab; not on any other PC sheet tab.
Regards,
JPG
Sorry I wasn't clear, I wasn't ablt to drag and drop to the actions tab but I figure out why.
At first I attempted to do this by opening both the character sheet and the 2024 PHB from the "books" menu item this didn't work.
However opening the 2024 PHB from the modules tab and dragging that way worked fine.
I haven't really used the books tab before so I didn't know you couldn't do it from there.
MakiMaki
September 26th, 2024, 19:47
This update also fixed both the issues I mentioned above, (Sorlock spell list, and ranger missing slots) Thanks you guys!
Tooting Dog
September 27th, 2024, 02:37
There needs to be a number in that box in the power group otherwise the spell preparation feature won't work. It doesn't matter what number is there as long as there is one. If someone changes it to a zero then they'll need to change it back to a number for the feature to work.
Maybe I do not understand you, or you do not understand me. Warlocks do not prepare spells. If you have any number in that box that I described, the Warlock does not see her spells in the Combat Mode.
Prepared is input with a 0 and spells are visible in the Combat Mode
62168
Prepared is input with a 2 and spells are bye bye from the Combat Mode
62167
Laerun
September 27th, 2024, 03:58
Maybe I do not understand you, or you do not understand me. Warlocks do not prepare spells. If you have any number in that box that I described, the Warlock does not see her spells in the Combat Mode.
Prepared is input with a 0 and spells are visible in the Combat Mode
62168
Prepared is input with a 2 and spells are bye bye from the Combat Mode
62167
In combat mode, without the prepared enabled by adding a number, it will default and show ALL of your spells in your spellbook or collection, once you add the value and cycle to "prepare", it will allow you to select and prepare whatever quantity your caster can prep, manually. And then after this , when you cycle back to "combat" mode, only your prepared spells selections will appear, and not all of them as you've shown in your example images.
Cycle the option to prepared, there you can select or deselect as needed. The prepared bubbles will not show unless your selection is set to prepared, and you've set a value in the prepared field. In both image examples, it's cycled to Combat currently.
I agree about the confusion part, if it's set to 2 prepared by default upon character creation, this behavior will create a misunderstanding. In the interim, I will create a video in case and we must train our players until this can be investigated and or sorted. I don't know or cannot verify this is happening upon character creation, or if the players accidentally added a value in that particular field themselves.
Tooting Dog
September 28th, 2024, 22:48
It is happening on Character Creation using the Character Wizard. Every Warlock I build automatically starts with a 2 in the Prepared box. Luckily, I know how to remove it so that I can see my spells in Combat mode. And to clarify, Warlocks do not prepare spells; all spells should show up in Combat Mode. (I think it does this with Ranger, too.)
On a side note. Is Aid a Ritual spell? I am not seeing this in the paper PH. In FGU, Casting Time does not show it as a Ritual, either, but there is a "Ranger; Ritual" tag in the Source line. I quickly reviewed the Ranger and did not see it being a Ritual spell for Rangers, but I may have missed it.
Laerun
September 28th, 2024, 23:28
It is happening on Character Creation using the Character Wizard. Every Warlock I build automatically starts with a 2 in the Prepared box. Luckily, I know how to remove it so that I can see my spells in Combat mode. And to clarify, Warlocks do not prepare spells; all spells should show up in Combat Mode. (I think it does this with Ranger, too.)
On a side note. Is Aid a Ritual spell? I am not seeing this in the paper PH. In FGU, Casting Time does not show it as a Ritual, either, but there is a "Ranger; Ritual" tag in the Source line. I quickly reviewed the Ranger and did not see it being a Ritual spell for Rangers, but I may have missed it.
I just did a complex drag and drop build of a Pact of the Tome warlock and it was a bit messy. I know what you mean, but there is a table in the warlock class section that shows spells known, prepared, and slots.
PHB, pg 108? Pact Magic.
Level 1: Pact Magic Through occult ceremony, you have formed a pact with a mysterious entity to gain magical powers. The entity is a voice in the shadows—its identity unclear—but its boon to you is concrete: the ability to cast spells.
See chapter 7 for the rules on spellcasting. The information below details how you use those rules with Warlock spells, which appear in the Warlock spell list later in the class’s description.
Cantrips. You know two Warlock cantrips of your choice. Eldritch Blast and Prestidigitation are recommended.
Whenever you gain a Warlock level, you can replace one of your cantrips from this feature with another Warlock cantrip of your choice.
When you reach Warlock levels 4 and 10, you learn another Warlock cantrip of your choice, as shown in the Cantrips column of the Warlock Features table.
Spell Slots. The Warlock Features table shows how many spell slots you have to cast your Warlock spells of levels 1–5.
The table also shows the level of those slots, all of which are the same level. You regain all expended Pact Magic spell slots when you finish a Short or Long Rest.
For example, when you’re a level 5 Warlock, you have two level 3 spell slots. To cast the level 1 spell Witch Bolt, you must spend one of those slots, and you cast it as a level 3 spell.
Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature.
To start, choose two level 1 Warlock spells. Charm Person and Hex are recommended. The number of spells on your list increases as you gain Warlock levels, as shown in the Prepared Spells column of the Warlock Features table.
Whenever that number increases, choose additional Warlock spells until the number of spells on your list matches the number in the table.
The chosen spells must be of a level no higher than what’s shown in the table’s Slot Level column for your level.
When you reach level 6, for example, you learn a new Warlock spell, which can be of levels 1–3.
If another Warlock feature gives you spells that you always have prepared, those spells don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Warlock spells for you.
Changing Your Prepared Spells. Whenever you gain a Warlock level, you can replace one spell on your list with another Warlock spell of an eligible level.
Spellcasting Ability. Charisma is the spellcasting ability for your Warlock spells.
Laerun
September 29th, 2024, 00:10
It is happening on Character Creation using the Character Wizard. Every Warlock I build automatically starts with a 2 in the Prepared box. Luckily, I know how to remove it so that I can see my spells in Combat mode. And to clarify, Warlocks do not prepare spells; all spells should show up in Combat Mode. (I think it does this with Ranger, too.)
On a side note. Is Aid a Ritual spell? I am not seeing this in the paper PH. In FGU, Casting Time does not show it as a Ritual, either, but there is a "Ranger; Ritual" tag in the Source line. I quickly reviewed the Ranger and did not see it being a Ritual spell for Rangers, but I may have missed it.
Re: Aid
No, it's not a ritual.
Tooting Dog
September 29th, 2024, 00:17
Ahh, I see the confusion. Yes, Prepared Spells seems to be a misnomer, in my opinion, because you do not actually prepare them. In effect you do not. You do not prepare from a list of spells at every long rest. Once you grab the spells that you are allowed, you are stuck with them until you level-up whereupon you gain a new one (and can switch one out.) I suppose you prepare the spell when you first get it, but after that you are really just regaining spell slots at each rest and not preparing anything.
So the way it is now, at each level-up when you add your one new spell, the player has to click that spell in the Prepared list to activate it to get it to show in the Combat mode. Yes, that works. I will stick with my way and set Prepared to 0 so that the spell I gain at level-up automatically shows in the Combat Tab. Drag and drop, and it is there and visible. The Warlock will never have a list of spells it has to choose from and all the spells they have should just automatically show in the Combat mode.
I'm playing a Warlock in two games right now and do not remember ever having to click them in Prepared Mode and thus I think you guys had it set to zero in that box before. I stand corrected... kind of sort of, but not really. :) Thank you for your time.
Laerun
September 29th, 2024, 03:31
Ahh, I see the confusion. Yes, Prepared Spells seems to be a misnomer, in my opinion, because you do not actually prepare them. In effect you do not. You do not prepare from a list of spells at every long rest. Once you grab the spells that you are allowed, you are stuck with them until you level-up whereupon you gain a new one (and can switch one out.) I suppose you prepare the spell when you first get it, but after that you are really just regaining spell slots at each rest and not preparing anything.
So the way it is now, at each level-up when you add your one new spell, the player has to click that spell in the Prepared list to activate it to get it to show in the Combat mode. Yes, that works. I will stick with my way and set Prepared to 0 so that the spell I gain at level-up automatically shows in the Combat Tab. Drag and drop, and it is there and visible. The Warlock will never have a list of spells it has to choose from and all the spells they have should just automatically show in the Combat mode.
I'm playing a Warlock in two games right now and do not remember ever having to click them in Prepared Mode and thus I think you guys had it set to zero in that box before. I stand corrected... kind of sort of, but not really. :) Thank you for your time.
Yeah, no problem. It's definitely odd.
mgmgambit
September 29th, 2024, 20:23
Hi everyone,
While creating a new NPC using D&D 2024 PH, I didn't find where to set proficiency to an ability.
Laerun
September 29th, 2024, 21:03
If something was missed or if there was an error, please detail the specific build steps.
Also, one can edit and add or adjust these on the abilities tab once the NPC is unlocked and edited. Please provide a screen shot if possible. This can be set in the Skills field, and just add any bonuses there, for example, Prof Bonus +2, Plus Dex bonus +2, add +4 to the ability skills field. Acrobatics +4, I do not recall if this auto-calculated before.
62201
mgmgambit
September 29th, 2024, 21:35
It seems there's no saving throw field in 2024, yet I could input them in the skill field as per attached image, since the save modifier cannot be edited with the creature proficiency bonus.
62202
Laerun
September 29th, 2024, 22:04
Indeed, those fields have changed. Have you tried to swith to Legacy mode and then back to 2024?
Zacchaeus
September 29th, 2024, 22:04
It seems there's no saving throw field in 2024, yet I could input them in the skill field as per attached image, since the save modifier cannot be edited with the creature proficiency bonus.
62202
As you say there's no Saving throw field in the 2024 NPCs. We may have to wait until the Monster Manual comes out to find out why that is; but at the moment we have to assume that creatures won't get a bonus to saving throws beyond that which they get from an ability score modifier.
You will need to work out what their skill bonus is if they have proficiency in a skill - just like in your image. Having said that the first creature I looked at in the new PHB (Black Bear) has noted its Perception skill at a +5 which doesn't add up with it's ability modifier + it's proficiency. So it would seem that the Black Bear actually has double proficiency in that skill.
A creatures proficiency modifier (probably) depends on its CR - as it did in the 2014 version of 5e; this is a calculated field and therefore not editable.
mgmgambit
September 30th, 2024, 03:34
Thanks Zacchaeus and Laerun,
I'm thinking to publish this module on DMs Guild before the new MM.
I'll use the skill field with the desired str and con save bonuses for while, leaving a note to customers. As soon as MM releases, I'll update the module.
I looked at the cat and crocodile, I think their dex and con saves have proficiency bonus applied to them.
Moon Wizard
September 30th, 2024, 07:03
@Ferno,
Thanks for reporting the issue with the Barbarian subclass (Path of the Zealot). I was working on a similar issue earlier today where the subclass wasn't getting tracked correctly if both the Legacy and the new PHB were both open. This should be fixed with the Tuesday update.
@Laerun,
Thanks for reporting.
When reporting, please break out the issues individually. Also, you mention 2024 with no Legacy content; but then you mention Tasha's method which is only relevant to Legacy material.
I tried recreating the issues with my current development build.
* Background abilities (2024) - When you select the second option, you are saying to add +1 to three different stats, and there are only three stats. So, no additional choices are needed.
* Drag and drop background abilities (2024) - Same as above.
* Skill/Expertise record add order - I'm aware of this situation and tracking; but there are a lot of moving parts, so I'm waiting to address once things slow down.
@Tooting Dog,
Thanks for reporting about the Warlock and Ranger prepared spells. Are you talking about the Legacy (2014) versions or the new (2024) versions?
For 2014, the Ranger and Warlock do not have Prepared Spells according to the class description; and this is correctly in PC builds.
For 2024, the Ranger and Warlock have Prepared Spells according to the class description; and this is showing correctly in PC builds. The Ranger and Warlock technically know all the spells on their class list; and can prepare a certain amount according to their class table.
Regards,
JPG
Moon Wizard
September 30th, 2024, 07:08
@mgmgambit,
The NPC initiative and save modifier fields can be adjusted by unlocking the NPC sheet, and holding Control and using the mouse wheel while over the initiative or save modifier fields.
Regards,
JPG
mgmgambit
September 30th, 2024, 15:04
Wow that worked!!!
Thank you very much
ddavison
September 30th, 2024, 16:07
I asked WOTC about the Save and Modifier values for NPCs when I was doing the NPCs in the PHB and even though they seem to be the same as the ability bonuses for most creatures, this will not be the case across the MM - especially for higher level monsters.
Moon Wizard
October 1st, 2024, 21:02
Updates Today
https://www.fantasygrounds.com/forums/showthread.php?82900-Release-Updates-for-October-1st-2024&p=727177&viewfull=1#post727177
Regards,
JPG
Vass_Dts
October 2nd, 2024, 01:29
Maybe I do not understand you, or you do not understand me. Warlocks do not prepare spells. If you have any number in that box that I described, the Warlock does not see her spells in the Combat Mode.
Prepared is input with a 0 and spells are visible in the Combat Mode
62168
Prepared is input with a 2 and spells are bye bye from the Combat Mode
62167
Re: Warlocks and Sorcerers preparing spells in 2024 PHB.
I know it's been a few days since this was talked about, but allow me to clear up any confusions. First of all, what I'm about to say is regarding the 2024 rules, not legacy 5e.
For all intents and purposes, what happens now is that all spellcasters, except the Wizard, know all their spells (ie: have full access to their entire spell list), but can only prepare a specific amount of them and can change that list of prepared spells at specific times and to a predefined degree.
For many classes, that means that every time they finish a Long Rest, they can replace their entire list of prepared spells. (EG: Cleric, Druid).
Some classes get to change only one spell in their list of prepared spells when they finish a Long Rest (EG: Paladin, Ranger).
And some classes get to change only one spell in their list of prepared spells when they go up a level (Sorcerers, Warlocks, I think Bards too).
So yes, while in practice it's the same as before, technically what warlocks do now, is that they select their prepared spells when they go up a level. They don't learn new spells in the traditional sense. Again, in practice it's the same.
So, FG now gets you in preparation mode by default, and you can, as a warlock, choose and add your entire repertoire of spells in your character sheet as you gain levels, but you have the right to switch up the list of prepared spells only when you level up, and only by one spell--not including the extra spell you can prepare when your number of prepared spells goes up as you level up.
So, there.
Now, you can also ignore that, and handle it as before, where you only add the spells you "know" on your sheet, and do away from the whole preparation process.
Again, this is only regarding 2024 content.
johnecc
October 2nd, 2024, 01:33
@Moon Wizard, thank you for the updates to the 5E ruleset, specifically:
- Automating the experience needed on Level Up
- Inspiration broadcasting to chat
- The Find Token button (have had to explain so many times to people how to find it previously)
Tooting Dog
October 2nd, 2024, 02:42
Vass,
I actually knew all that. I was just looking at things backwards, I suppose. I personally find it easier to drag the new spell into the sheet and have it automatically be "prepared" like it used to be, rather than have to go to the Preparation Mode and click. I suppose I was impacted by habit. It is really not a big deal and I think this got blown way out of proportion. And yes, I will input a 0 in that field and continue to do it old school. Thanks!
Vass_Dts
October 2nd, 2024, 03:19
Vass,
I actually knew all that. I was just looking at things backwards, I suppose. I personally find it easier to drag the new spell into the sheet and have it automatically be "prepared" like it used to be, rather than have to go to the Preparation Mode and click. I suppose I was impacted by habit. It is really not a big deal and I think this got blown way out of proportion. And yes, I will input a 0 in that field and continue to do it old school. Thanks!
No problem. I was not necessarily replying to explain it to you per se, but rather using your conversation on the matter as an opportunity to explain something that I believe many people may get confused about, particularly coming in from legacy 5e. I myself have not decided if the 2024 approach is better than the old Known spells approach--at least for new players. It probably is? Maybe? :p
Imparu
October 3rd, 2024, 05:54
Hello!
On the Class & Level window, I have found that I am no longer able to update the "XP to Next Level" value. Instead, it always reads zero. Is there a new method for updating this value as the DM?
I am not running any extensions. Steps to recreate:
1. Open any character sheet.
2. Navigate to the Main Tab.
3. Under Class & Level on Main, select the gear icon.
4. On the Class & Level window pop-up, "XP to Next Level" is not editable.
I do not believe my players used the character wizard to create their characters. The DM used to be able to update the value directly.
62253
johnecc
October 3rd, 2024, 07:28
If you read the latest updates, you will see that should now be automated (https://www.fantasygrounds.com/forums/showthread.php?82900-Release-Updates-for-October-1st-2024) post #3, 2nd dot point
Try entering an amount in the XP box and see if it updates the “Next Level” field, I haven’t had a chance to check myself
Imparu
October 3rd, 2024, 13:48
If you read the latest updates, you will see that should now be automated (https://www.fantasygrounds.com/forums/showthread.php?82900-Release-Updates-for-October-1st-2024) post #3, 2nd dot point
Try entering an amount in the XP box and see if it updates the “Next Level” field, I haven’t had a chance to check myself
Thank you for the response!
I tried both updating the current XP box directly and adding the XP to the character sheets via the "Award XP" function of the party sheet. Neither resulted in the "Next Level" field being updated. When the players level up, I can see if automatically updates the experience. Unfortunately, every time I've tried to recreate the issue this morning, the character sheets I create, both using the character wizard and by adding the character manually, both automatically default the value to 300 as expected.
I have no idea how all four of my players created characters that don't have a next level XP value. Perhaps they created their characters before the automation update, before we started playing?
Edit: To clarify, I am still seeing the issue with their character sheets for now. Any advice on how to fix it for existing characters would be appreciated. If there is an XML value I can edit, I can probably figure it out, but I don't know if that'll break future automation.
Zacchaeus
October 3rd, 2024, 15:20
From my testing it will only enter the next level XP when the character levels up if it is an existing character. Adding XP into the XP field either directly or via the Party sheet doesn't refresh the Next Level figure. It works fine for new characters.
If it's not updating for you when the characters level up then it is possibly an extension that is interfering (if you use extensions).
Moon Wizard
October 3rd, 2024, 20:00
Thanks for the report. I'll look at forcing a refresh when the PC sheet opened as well.
Regards,
JPG
Moon Wizard
October 4th, 2024, 19:09
Updates Today
[Updated] PC Next Level XP refreshes when PC sheet opened.
[Fixed] Vehicle Component Item details missing from Item sheet.
[Fixed] War Caster feat not automatically granting ADV on concentration checks.
Imparu
October 4th, 2024, 23:49
Updates Today
[Updated] PC Next Level XP refreshes when PC sheet opened.
[Fixed] Vehicle Component Item details missing from Item sheet.
[Fixed] War Caster feat not automatically granting ADV on concentration checks.
Awesome! Thank you so much! I really appreciate the quick turnaround you all have on small issues like this. You all did amazing work on the new Player's Handbook and went above and beyond on the automation. Everyone in the games that I DM have had nothing but praise for the latest updates, and I always hear positive feedback from them about Fantasy Grounds overall.
Thank you for all of your hard work and dedication!
Taylord1036
October 5th, 2024, 21:33
I created a level 4 sorcerer, who is supposed to have 4 sorcery points, but only has 2, and a level 4 fighter who is supposed to have 3 second wind actions, but also only has two.
On another note, I cannot modify new power groups. I cannot figure out how to rename them or find the settings button to make any adjustments for the new power groups. I can modify the auto-generated power groups still. I also don't see the star in the bottom right corner of the window, only the sword and hand to generate power types.
Zacchaeus
October 5th, 2024, 21:40
I created a level 4 sorcerer, who is supposed to have 4 sorcery points, but only has 2, and a level 4 fighter who is supposed to have 3 second wind actions, but also only has two.
On another note, I cannot modify new power groups. I cannot figure out how to rename them or find the settings button to make any adjustments for the new power groups. I can modify the auto-generated power groups still. I also don't see the star in the bottom right corner of the window, only the sword and hand to generate power types.
Such things as sorcery points and other abilities that increase with level are not automated. It is a manual process to update these using preparation mode.
To add a name to a power group click on the edit button on the bottom right of the window whilst in Standard mode.
Tooting Dog
October 5th, 2024, 23:47
I am not certain where this goes, but I found a typo in the 2024 PH:
62276
Moon Wizard
October 6th, 2024, 01:16
The hand symbol button is exactly the same button as the star symbol before. It adds a new power entry with an empty group value.
To edit the group value of a power (and thus create new power groups); you need to click the Edit button to display the group information for the powers. Once the group field is visible, you can edit the group value for any power. If the group value of a power is a new value after exiting the group data entry field, it will create a new power group. This is very similar to how it worked before; but just made group information for each power hidden by default unless in Edit mode.
Currently, the character building feature does not automatically adjust resource numbers for features at future levels, such as sorcery points, second wind uses, ki points, etc.
Regards,
JPG
Zacchaeus
October 6th, 2024, 08:39
I am not certain where this goes, but I found a typo in the 2024 PH:
62276
Thanks I'll add that one to my list.
Taylord1036
October 6th, 2024, 23:27
Thanks for the help Zacchaeus and Moon Wizard
Speculi
October 9th, 2024, 19:39
In the new player's handbook book the Warlock Fiend Patron page lists two level 14 features: "Hurl Through Hell" and "Bewitching Magic"
The second one seems to be the feature from the Archfey Patron.
This is only in the book, not the separate class/sub class entries.
Zacchaeus
October 9th, 2024, 19:50
In the new player's handbook book the Warlock Fiend Patron page lists two level 14 features: "Hurl Through Hell" and "Bewitching Magic"
The second one seems to be the feature from the Archfey Patron.
This is only in the book, not the separate class/sub class entries.
Thanks, I'll get that corrected in the next update.
Lone Pathfinder
October 10th, 2024, 13:42
This code used to work for vow of enmity but it no longer provides the person with advantage on their attack roll.
Target: Vow of Enmity
Self: IFT: CUSTOM(Vow of Enmity); ADVATK
Hunters Mark still provides the extra damage so i think theres something wrong with the advantage system
Zacchaeus
October 10th, 2024, 16:28
This code used to work for vow of enmity but it no longer provides the person with advantage on their attack roll.
Target: Vow of Enmity
Self: IFT: CUSTOM(Vow of Enmity); ADVATK
Hunters Mark still provides the extra damage so i think theres something wrong with the advantage system
This is working for me. Might be that you've missed off the colon at the end of ADVATK.
Kai Lae
October 12th, 2024, 06:38
Built a Barbarian with character builder. Rage is not completely correct; only 2024 PHB loaded. In short, in 2024 it should apply rage damage to any weapon attack done using strength. In 2014, you had to make a melee attack. However, the character builder is using the 2014 definition. I made a javelin attack and noticed it was wrong.
It's easy to fix, but currently seems hardcoded currently to the 2014 definition.
https://cdn.discordapp.com/attachments/354625012998602773/1294527180612698132/image.png?ex=670b55e3&is=670a0463&hm=ff852a8390f3868090f3de5ee14d9c43cb880be979a573f 8ba18026de3cfcfe9&
Zacchaeus
October 12th, 2024, 08:35
Built a Barbarian with character builder. Rage is not completely correct; only 2024 PHB loaded. In short, in 2024 it should apply rage damage to any weapon attack done using strength. In 2014, you had to make a melee attack. However, the character builder is using the 2014 definition. I made a javelin attack and noticed it was wrong.
It's easy to fix, but currently seems hardcoded currently to the 2014 definition.
https://cdn.discordapp.com/attachments/354625012998602773/1294527180612698132/image.png?ex=670b55e3&is=670a0463&hm=ff852a8390f3868090f3de5ee14d9c43cb880be979a573f 8ba18026de3cfcfe9&
I'm not sure this is a bug but rather a feature request. The DMG effect can only currently handle melee, ranged, or opportunity. It would need thrown to be added as parameter in order to handle edge cases like a thrown Javelin, and that would be a ruleset change.
Kai Lae
October 13th, 2024, 00:02
I'm not sure this is a bug but rather a feature request. The DMG effect can only currently handle melee, ranged, or opportunity. It would need thrown to be added as parameter in order to handle edge cases like a thrown Javelin, and that would be a ruleset change.
Isn't all you need to do is to remove the "melee" in the coding line? When I did that, it worked when I chucked a javelin.
Moon Wizard
October 13th, 2024, 00:56
Thanks for the report. I'll get that adjusted in the next update; but any existing Rage actions will need to be edited.
Regards,
JPG
Zacchaeus
October 13th, 2024, 09:09
Isn't all you need to do is to remove the "melee" in the coding line? When I did that, it worked when I chucked a javelin.
It will work, except it will also give you the extra damage on ranged weapons such as bows and crossbows; which would be incorrect since they are not based on strength. But there probably is no harm in that since its unlikely barbarians would have anything to do with ranged weapons.
LordEntrails
October 14th, 2024, 04:22
It will work, except it will also give you the extra damage on ranged weapons such as bows and crossbows; which would be incorrect since they are not based on strength. But there probably is no harm in that since its unlikely barbarians would have anything to do with ranged weapons.
When you use the strings of a harp to fire a halfling bard at the enemy, is that considered ranged weapon attack?
Vass_Dts
October 14th, 2024, 05:21
When you use the strings of a harp to fire a halfling bard at the enemy, is that considered ranged weapon attack?
No, that’s considered a service to society.
cwsoots
October 17th, 2024, 17:39
1. 2024 PHB Barbarian class is missing the 6th level Ability Score Improvement feature.
2. 2024 PHB Druid Wild Shape feature is missing the "Known Forms" column from the Beast Shapes table.
Zacchaeus
October 17th, 2024, 18:54
1. 2024 PHB Barbarian class is missing the 6th level Ability Score Improvement feature.
2. 2024 PHB Druid Wild Shape feature is missing the "Known Forms" column from the Beast Shapes table.
I'm not seeing where a Barbarian gets an ASI at level 6. The levl 4 ASI text says that you get an ASI at this level and again at levels 8, 12, and 16.
I'll get the Beast Shape table sorted.
cwsoots
October 17th, 2024, 20:22
I'm not seeing where a Barbarian gets an ASI at level 6. The levl 4 ASI text says that you get an ASI at this level and again at levels 8, 12, and 16.
I'll get the Beast Shape table sorted.
Sorry, I misspoke, I believe it was the Fighter actually. I’m not at my PC right now to verify. I’ll follow up when I can.
Zacchaeus
October 17th, 2024, 21:25
Sorry, I misspoke, I believe it was the Fighter actually. I’m not at my PC right now to verify. I’ll follow up when I can.
No need, it is the Fighter. I'll get that fixed.
Kai Lae
October 19th, 2024, 16:23
It will work, except it will also give you the extra damage on ranged weapons such as bows and crossbows; which would be incorrect since they are not based on strength. But there probably is no harm in that since its unlikely barbarians would have anything to do with ranged weapons.
Hmm you're right when I look at this again closely. I had thought there was a part in there that the bonus was only applied to strength attacks. Is there a way to do that currently? Your coding-fu is far superior to mine.
If not it would seem that would be something that would be desirable as a feature, to be able to select an ability score for damage.
Zacchaeus
October 19th, 2024, 19:04
Hmm you're right when I look at this again closely. I had thought there was a part in there that the bonus was only applied to strength attacks. Is there a way to do that currently? Your coding-fu is far superior to mine.
If not it would seem that would be something that would be desirable as a feature, to be able to select an ability score for damage.
No the only delimiters are ranged, melee, and opportunity. Generally this works fine but since there are always exceptions not everything can be catered for without getting too complicated.
Moon Wizard
October 19th, 2024, 19:04
Currently, there is not an effect option to limit damage effects to specific ability scores; especially since damage can technically be multiple clauses of different damage types and multiple ability scores or class levels.
Regards,
JPG
cwsoots
October 23rd, 2024, 23:00
The links to the Life Domain cleric subclass in the Select Subclass window are swapped. The one for the 2024 version of the PHB links to the 2014 content and vice versa.
62432
Tested with new characters when running the 2024 version as the default.
Zacchaeus
October 24th, 2024, 09:25
The links to the Life Domain cleric subclass in the Select Subclass window are swapped. The one for the 2024 version of the PHB links to the 2014 content and vice versa.
62432
Tested with new characters when running the 2024 version as the default.
I'm not seeing this. Can you replicate in a new campaign without extensions? If you can replicate can you give me exact steps on how to reproduce?
(In my image below the top subclass is the link to the Dungeons & Dragons PHB and the bottom is from the D&D PHB).
cwsoots
October 24th, 2024, 17:24
I'm unable to replicate the issue today. I tried a new campaign with no extensions, and the links were correct. I then returned to the campaign where the issue last occurred and where I was able to replicate it multiple times. I reverted changes to the 2024 PHB as a precaution, as reversions to the new PHB sometimes appear by simply dragging links out to the character sheets, and now the links are correctly placed.
To the best of my knowledge, I don't believe that I'm running any extensions that would affect those links. I did have this same issue appear in two separate campaigns as discovered when leveling two separate Life Domain clerics and noticing that legacy features were being added. Since it happened in two separate campaigns, I excluded the possibility of user error.
I was able to correct the wrong subclasses on both characters by dragging the correct subclass link to the Class & Level window, and I manually replaced the features. I'll pay better attention to see if I can recreate this issue during future drag & drop character creations or updates. Thanks for taking the time to validate!
Lo Zeno
November 8th, 2024, 22:38
The spell "Spiritual Weapon" is missing in the Player's Handbook: it's present in the Book
62556
But it's not present in the list of spells to drag and drop onto a character:
62557 62558
LordEntrails
November 8th, 2024, 23:30
The spell "Spiritual Weapon" is missing in the Player's Handbook: it's present in the Book
62556
But it's not present in the list of spells to drag and drop onto a character:
62557 62558
You have to cast See Invisibility first, it has a permanent invisibility on it ;)
Zacchaeus
November 8th, 2024, 23:32
Thanks, I’ll get that fixed.
Vass_Dts
November 12th, 2024, 19:27
DMG 2024
* Main module missing Cover art (it appears in the the Maps Module)
* Missing Appendix C Tracking Sheets
Zacchaeus
November 12th, 2024, 19:32
DMG 2024
* Main module missing Cover art (it appears in the the Maps Module)
* Missing Appendix C Tracking Sheets
Fixed as per message on Discord. Thanks for the report.
Xorn
November 12th, 2024, 21:58
There is an omitted sentence in the Combat Encounters section of Chapter 4 that makes it comically wrong:
Example 2 & Example 3 got put together, with no mention of Example 3 so it lists 2 adult red dragons and 2 fire giants as a moderate-difficulty encounter for five level-3 characters @ 46,000 XP. :)
JonStormbringer
November 13th, 2024, 00:26
DMG50.
In a test environment, with no addons, I select tables and then select the table Moonblade. When I roll the die with output to chat, it continuously rolls over and over again. Only way to stop it was to log out of FG and come back in. Also does the same thing with output set to parcel, with a slightly different effect.
Also does the same thing on the table titled Random Moonblade.
darthridian
November 13th, 2024, 00:27
Updates
Added D&D 2024 species languages selection to drag and drop and character wizard creation methods.
D&D 2024 subclass features that added spells now add only at the level received.
Actions automatically added to PC during character creation will now inherit rules version from source record.
Class rules version not being picked up correctly on CW level up. Fixed.
All class features incorrectly re-added to CW level up window on subclass selection. Fixed.
Reliable save effects were not working. Fixed.
Skill checks used new Exhaustion rules, regardless of Rules Version option. Fixed.
D&D 2024 Alert feat added using CW did not apply initiative proficiency. Fixed.
Script error when dropping skill records on PC skills tab. Fixed.
Skill and Language selections not appearing in CW for some traits/features. Improved.
Both myself and some friends with their games are finding that the skill checks are still being made with new Exhaustion rules, despite having Legacy rules selected. And ideas?
Moon Wizard
November 13th, 2024, 00:43
@darthridian,
I'm not seeing that. The first roll is with the 2024 option set; and the second roll is with the Legacy option set. (See picture.)
I used the "EXHAUSTION: 1" effect on the PC when they were on the combat tracker.
Are you running any extensions? Does it happen without any extensions loaded?
Regards,
JPG
darthridian
November 13th, 2024, 02:16
Yes, I am running extensions. It worked fine with all extensions disabled. Just testing now to find the culprit.
Zacchaeus
November 13th, 2024, 09:35
DMG50.
In a test environment, with no addons, I select tables and then select the table Moonblade. When I roll the die with output to chat, it continuously rolls over and over again. Only way to stop it was to log out of FG and come back in. Also does the same thing with output set to parcel, with a slightly different effect.
Also does the same thing on the table titled Random Moonblade.
Yep, I see what's happening. I'll get a hot fix out for that ASAP.
Tooting Dog
November 14th, 2024, 04:20
DMG: the Random Magic Items - Arcana - Uncommon table links to Wings of Flying when you click Winged Boots.
Magic Items - Relics - Rare has a cost of 100 gp for the Spell Scroll (Level 5.)
Rare staves have a cost of 40,002 sp. Very Rare staves have a cost of 400,002 sp.
Random Magic Items - Armaments - Legendary table lists Armor of Invulnerability, but what is listed are all Armors of Vulnerability.
Zacchaeus
November 14th, 2024, 09:14
DMG: the Random Magic Items - Arcana - Uncommon table links to Wings of Flying when you click Winged Boots.
Magic Items - Relics - Rare has a cost of 100 gp for the Spell Scroll (Level 5.)
Rare staves have a cost of 40,002 sp. Very Rare staves have a cost of 400,002 sp.
Random Magic Items - Armaments - Legendary table lists Armor of Invulnerability, but what is listed are all Armors of Vulnerability.
Thanks, I'll get those fixed up.
Lazybones1969
November 19th, 2024, 01:26
I noticed that the costs of all the spell scrolls in the 2024 DMG are off. Per the table "Magic Item Rarities and Values" in the DMG (chapter 7), the cost of a spell scroll should be x2 the cost of scribing them, as listed in the Player's Handbook. So they should be as follows:
Cantrip scroll: 30gp
Level 1 scroll: 50gp
Level 2 scroll: 200gp
Level 3 scroll: 300gp
Level 4 scroll: 2,000gp
Level 5 scroll: 3,000gp
Level 6 scroll: 20,000gp
Level 7 scroll: 25,000gp
Level 8 scroll: 30,000gp
Level 9 scroll: 100,000gp
Also, this isn't technically a bug, but I really appreciated that the previous DMG had a separate scroll item for every possible spell. I realize that this would be quite time consuming to create.
And one other bug: the generic ioun stone item has a comma after "Wondrous Item" in the Type field, so this shows up as a separate category in the dropdown menu.
ddavison
November 19th, 2024, 02:10
The costs in silver should be correct because it adds the cost of a quarterstaff, which is 2 sp. that means the cost can’t be shown in gp without resorting to fractional coins.
The spell scrolls in the DMG were assigned a rarity and the value comes from the rarity. I can ask them if the PHB scroll values should take precedence or the new DMG rarities should be used since it is a newer book.
Lazybones1969
November 19th, 2024, 03:23
The costs in silver should be correct because it adds the cost of a quarterstaff, which is 2 sp. that means the cost can’t be shown in gp without resorting to fractional coins.
The spell scrolls in the DMG were assigned a rarity and the value comes from the rarity. I can ask them if the PHB scroll values should take precedence or the new DMG rarities should be used since it is a newer book.
This is the exact text from the DMG:
"*Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the Player's Handbook)."
Here's a screenshot: 62650
Zacchaeus
November 20th, 2024, 17:48
I noticed that the costs of all the spell scrolls in the 2024 DMG are off. Per the table "Magic Item Rarities and Values" in the DMG (chapter 7), the cost of a spell scroll should be x2 the cost of scribing them, as listed in the Player's Handbook. So they should be as follows:
Cantrip scroll: 30gp
Level 1 scroll: 50gp
Level 2 scroll: 200gp
Level 3 scroll: 300gp
Level 4 scroll: 2,000gp
Level 5 scroll: 3,000gp
Level 6 scroll: 20,000gp
Level 7 scroll: 25,000gp
Level 8 scroll: 30,000gp
Level 9 scroll: 100,000gp
Also, this isn't technically a bug, but I really appreciated that the previous DMG had a separate scroll item for every possible spell. I realize that this would be quite time consuming to create.
And one other bug: the generic ioun stone item has a comma after "Wondrous Item" in the Type field, so this shows up as a separate category in the dropdown menu.
Sorry, late in seeing this. I'm actually going through the DMG at the moment and correcting things. You are correct about the scroll value and I've already adjusted those as well as the values for consumables which were also wrong. I also noted the extraneous comma. I'm hoping to finish my review this week and get the amended DMG up for release next Tuesday.
You can now make your own scrolls via the item forge. Add a scroll to the Base Item and then drag in an appropriate spell and when you click on Forge new item it will create the spell scroll with that spell.
Zacchaeus
November 20th, 2024, 17:58
The costs in silver should be correct because it adds the cost of a quarterstaff, which is 2 sp. that means the cost can’t be shown in gp without resorting to fractional coins.
The spell scrolls in the DMG were assigned a rarity and the value comes from the rarity. I can ask them if the PHB scroll values should take precedence or the new DMG rarities should be used since it is a newer book.
Right, so that explains why javelins, slings, clubs, greatclubs, and darts all had a value in either copper, silver, or electrum pieces. I pretty much 'fixed' all of these by converting those values into gp :cry:
The OP is correct about the spell scrolls value, and consumables are also half the value of the rarity shown so I corrected those as well. As he mentions this is noted in the DMG in the Magic Items value section.
Melborne
November 22nd, 2024, 21:35
DMG 2024 Table titled 'Feywild Time Warp', the <<Label>> is missing.
Zacchaeus
November 22nd, 2024, 21:39
DMG 2024 Table titled 'Feywild Time Warp', the <<Label>> is missing.
Noted.
Tooting Dog
November 24th, 2024, 04:20
I searched for Common weapons and some that showed up in that list look suspect to me, such as Blackrazor +3. Is it priceless at 0gp?
62723
Zacchaeus
November 24th, 2024, 08:49
I searched for Common weapons and some that showed up in that list look suspect to me, such as Blackrazor +3. Is it priceless at 0gp?
62723
It's value is priceless since it's an artefact so 0gp is as good a value as any. I have just gone through all of the magic items in the DMG adding in non id descriptions and names and I caught a bunch of other stuff like values as I was doing so. The update will get released on Tuesday.
Delta13Dark
November 26th, 2024, 10:31
Hello. I'm not sure if this has been reported already, but dragging tokens with the mouse on the Barrow Crypt map in the DMG 2024 is really jittery. No extensions. Just a new campaign, yes to using 2024 rules, only the DMG 2024 Maps module loaded. Transparent token is where I'm dragging the mouse, token itself is where it moved to. The area shown in the screenshot is where I get the most jittering.62758
LordEntrails
November 26th, 2024, 15:30
Hello. I'm not sure if this has been reported already, but dragging tokens with the mouse on the Barrow Crypt map in the DMG 2024 is really jittery. No extensions. Just a new campaign, yes to using 2024 rules, only the DMG 2024 Maps module loaded. Transparent token is where I'm dragging the mouse, token itself is where it moved to. The area shown in the screenshot is where I get the most jittering.62758
This is related to the new update having graphic and memory issues. There have been numerous hot fix updates pushed since then, make sure you and your players all update. But know, there are still some unresolved issues. Not sure if this is one of those. But, you can check the House of Healing for the most recent threads, or if this still persists for you after an update and testing with no extensions, it would be best to create a new thread to report your details in the House of Healing :)
Moon Wizard
November 26th, 2024, 16:34
A new hot fix update was pushed to help with these types of issues. Please run a new Check for Updates, and let us know if still seeing the issue.
Regards,
JPG
Delta13Dark
November 26th, 2024, 17:07
Hello Moon Wizard. I have updated, but the strange movement is still present.
If it helps, the issue only seems to be affecting the DMG 2024 maps. I am on the Live build.
Thank you.
Moon Wizard
November 26th, 2024, 18:16
Thanks. I think I see what you are talking about. That seems to be related to token grid snapping when dragging via mouse vs. any performance issue. It also seems to be tied to the odd grid size used for that map.
Regards,
JPG
Kai Lae
November 29th, 2024, 02:22
Not sure if this has been reported yet or not, but the description for the ring of jump is currently cut off and doesn't match the 2024 DMG.
62790
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping
Zacchaeus
November 29th, 2024, 09:17
Not sure if this has been reported yet or not, but the description for the ring of jump is currently cut off and doesn't match the 2024 DMG.
https://www.dndbeyond.com/magic-items/9228966-ring-of-jumping
Thanks, I'll add that to my fix list.
Kai Lae
November 30th, 2024, 01:48
Also potion of healing is showing as being 4,000 GP in the 2024 rules. I did a quick check, and it only says this is 50 GP in the equipment section of the PHB.
LordEntrails
November 30th, 2024, 03:19
Also potion of healing is showing as being 4,000 GP in the 2024 rules. I did a quick check, and it only says this is 50 GP in the equipment section of the PHB.
New tariffs...
Kai Lae
November 30th, 2024, 04:58
New tariffs...
Not exploitable by players in any way!
Zacchaeus
November 30th, 2024, 08:36
Also potion of healing is showing as being 4,000 GP in the 2024 rules. I did a quick check, and it only says this is 50 GP in the equipment section of the PHB.
I already corrected all of the costs for potions and the that went out with the update on Tuesday. Potion of Healing in my copy of the DMG is showing as 50gp. Have you checked for updates?
Kai Lae
December 2nd, 2024, 03:49
I already corrected all of the costs for potions and the that went out with the update on Tuesday. Potion of Healing in my copy of the DMG is showing as 50gp. Have you checked for updates?
I can't recall last time I updated so that's probably it. I was seeing odd things where the cost of a silvered dart was listed as 10,005 CP too.
Zacchaeus
December 2nd, 2024, 09:22
I can't recall last time I updated so that's probably it. I was seeing odd things where the cost of a silvered dart was listed as 10,005 CP too.
Yes, it's been a while since you updated then.
The original developer (Doug) added some code into the Forge builder for magic items where it added in the cost of the base item to the cost of the magic item (this is correct per the DMG - but was rather ignored by the Forge up until now). Thus for certain magic items where the base cost was in copper or silver or electrum then the cost of the magic item was converted to that currency type before adding in the base cost (since FG can't handle something that costs 500gp and 6cp). Thus a magic dart's cost would be expressed in copper pieces, javelins in silver pieces etc. I didn't actually realise that this was what he'd done so when I went through the DMG I 'corrected' all of these values to gold pieces. So, technically, 10,005 cp is the correct value but I'm going to assume that most DMs aren't going to insist that the exact value according to RAW is needed for magic items.
LordEntrails
December 2nd, 2024, 17:34
How come Lady Gaga's Bad Romance song pop-into my head when I saw the response about RAW?
;)
Gilafron
December 17th, 2024, 21:24
in the Skulker feat, the "Sniper" section is embedded with Fog of War. It should get its own paragraph.
LordEntrails
December 17th, 2024, 21:31
in the Skulker feat, the "Sniper" section is embedded with Fog of War. It should get its own paragraph.
MOD: moved to 2024 PHB Bug report thread for best visibility.
Zacchaeus
December 18th, 2024, 16:13
Thanks for the report. I've updated this and the revised module should go out in the Tuesday update.
kvanhees
December 26th, 2024, 20:11
When looking at the various Class Spell Lists (select Class Spell Lists from the library of the 2024 Free Rules module, then select a class), there is a blank title on the view. I have tried to figure out where it gets that title from (because I had the same issue with a module I created) and then when I doublechecked against the 2024 Free Rules, I noticed that one shows the same problem. So I assume this is more of a ruleset / UI issue?
Gilafron
December 26th, 2024, 20:54
in the Speedy feat, the "Dash over Difficult Terrain" section is embedded with Speed Increase. It should get its own paragraph.
Zacchaeus
December 26th, 2024, 21:04
in the Speedy feat, the "Dash over Difficult Terrain" section is embedded with Speed Increase. It should get its own paragraph.
Thanks, I'll get that fixed.
Zacchaeus
December 26th, 2024, 21:07
When looking at the various Class Spell Lists (select Class Spell Lists from the library of the 2024 Free Rules module, then select a class), there is a blank title on the view. I have tried to figure out where it gets that title from (because I had the same issue with a module I created) and then when I doublechecked against the 2024 Free Rules, I noticed that one shows the same problem. So I assume this is more of a ruleset / UI issue?
Yes, looks like a ruleset issue. I'll pass along to Moon Wizard.
Tooting Dog
December 26th, 2024, 23:53
The Bag of Holding description does not look quite correct to me, especially the third paragraph:
"Bag of Holding Heward's Handy Haversack Portable Hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
Zacchaeus
December 27th, 2024, 10:30
The Bag of Holding description does not look quite correct to me, especially the third paragraph:
"Bag of Holding Heward's Handy Haversack Portable Hole , or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened."
You are correct; there's a missing sentence. I'll note that for the next update.
cwsoots
December 31st, 2024, 18:44
2024 DMG
The Parlor Basic Facility is missing from the default Bastion locations. See the attached screenshots from the 2024 DMG and the Locations list in FGU.
63110 - FGU Locations list
63111 - 2024 DMG list of Basic Facilities
Zacchaeus
December 31st, 2024, 18:56
2024 DMG
The Parlor Basic Facility is missing from the default Bastion locations. See the attached screenshots from the 2024 DMG and the Locations list in FGU.
63110 - FGU Locations list
63111 - 2024 DMG list of Basic Facilities
So it is. I'll get that fixed next year :D
Cesario
December 31st, 2024, 21:37
2024 PHB
When building a Cleric in the character wizard, they don't get saving throw proficiencies.
When leveling up in the character wizard, Cleric's Channel Divinity, Sorcerer's Sorcerer Points and Rogue's Sneak Attack Damage do not increase at the appropriate levels, after acquiring them.
superteddy57
December 31st, 2024, 21:43
2024 PHB
When building a Cleric in the character wizard, they don't get saving throw proficiencies.
When leveling up in the character wizard, Cleric's Channel Divinity, Sorcerer's Sorcerer Points and Rogue's Sneak Attack Damage do not increase at the appropriate levels, after acquiring them.
I can verify the saving throw proficiencies are not being added. However, you will need to manually update those features on the actions tab. The character wizard does not update actions automatically.
Hern
January 9th, 2025, 01:23
I’m wondering if the Effect settings for the Dread Ambusher feature the Gloom Stalker Ranger subclass gets at Level 3 might have an error?
Both the 2024 PHB (pg. 125) and the feature description in Fantasy Grounds says, “When you roll Initiative, you can add your Wisdom modifier to the roll” but the Effect description in the Action Tab looks like it is granting Advantage to the roll (i.e. “Dread Ambusher; ADVINIT; [SELF]”).
Based on the feature description, should that Effect description instead use INIT: [WIS]?
I’m a player in a campaign in which I believe no scripts are running and used the Character Wizard to create a 4th level Gloom Stalker Ranger character.
Moon Wizard
January 9th, 2025, 07:41
Thanks for reporting. I'll get that in the next 5E ruleset update. Any existing effects already added to PC will need to be updated manually.
Regards,
JPG
Drendari
January 15th, 2025, 13:11
Lifedrinker is missing from Eldritch Invocations or it has some hidden prerequisite besides level 9 warlock and pact weapon.
I leveled several Warlocks to level 20, with different combinations but it never shows up.
Zacchaeus
January 15th, 2025, 14:10
Lifedrinker is missing from Eldritch Invocations or it has some hidden prerequisite besides level 9 warlock and pact weapon.
I leveled several Warlocks to level 20, with different combinations but it never shows up.
Thanks for the report; I'll pass this on to the developer.
dpezet
February 2nd, 2025, 15:25
There are a couple of typos on the proficiency options when choosing the Changeling species. I'm not sure what the actual name of the screen is, so here are the steps to get to it:
1. Create a new character.
2. Open the character sheet.
3. Drag and drop the Changeling species to the character sheet.
4. A window will open titled "Select Proficiencies."
In that window, there is a colon and space before Deception and a period after Persuasion that I think are copy/paste errors.
63354
Zacchaeus
February 2nd, 2025, 15:30
What book is Changling in? I can't find it in the 2024 PHB.
dpezet
February 2nd, 2025, 15:34
Sorry, should have included that. It's from Mordenkainen Presents: Monsters of the Multiverse.
Zacchaeus
February 2nd, 2025, 17:33
Sorry, should have included that. It's from Mordenkainen Presents: Monsters of the Multiverse.
Thanks, I'll have a look at that.
Moon Wizard
February 3rd, 2025, 05:56
@dpezet,
Thanks for reporting. I've pushed a fix for Changeling/Lizardfolk species feature parsing with regards to skill proficiencies from the MotM book into the Test channel. It is scheduled to be released in a couple weeks or so into Live.
Regards,
JPG
Seleh
February 7th, 2025, 02:02
2024 PHB is missing the following piece of art for the Tieflings species:
https://media.dndbeyond.com/compendium-images/phb/MKDHZ1nxSXDDLOw2/05-030.tiefling.png
I do not see the asset either.
Zacchaeus
February 7th, 2025, 14:13
I'll ensure that gets fixed; thanks for the report.
ddavison
February 10th, 2025, 15:22
2024 PHB is missing the following piece of art for the Tieflings species:
https://media.dndbeyond.com/compendium-images/phb/MKDHZ1nxSXDDLOw2/05-030.tiefling.png
I do not see the asset either.
It can be found in assets if you search for Tieflings Art.webp
We will add it to the reference manual in a future update.
MakiMaki
February 19th, 2025, 01:55
Not sure if there is a different spot to report errors in the 2025 MM but the arch-hag is missing it's challenge rating. Small fix. I already added it back manually on my end but thought it should be noted.
Zacchaeus
February 19th, 2025, 09:11
Not sure if there is a different spot to report errors in the 2025 MM but the arch-hag is missing it's challenge rating. Small fix. I already added it back manually on my end but thought it should be noted.
Thanks, noted. I've started a new thread now that all of the Core books are out.
SirLNK
February 1st, 2026, 08:38
D&D Player's Handbook 2024, App B Creature Stat Blocks has not been updated with the errata:
Appendix B: Creature Stat Blocks
All Stat Blocks (pp. 346–359)
All stat blocks in appendix B have been replaced with the Monster Manual (2025) versions.
I'm getting errors everytime I click on an NPC beast as well.
Zacchaeus
February 1st, 2026, 11:04
D&D Player's Handbook 2024, App B Creature Stat Blocks has not been updated with the errata:
Appendix B: Creature Stat Blocks
All Stat Blocks (pp. 346–359)
All stat blocks in appendix B have been replaced with the Monster Manual (2025) versions.
I'm getting errors everytime I click on an NPC beast as well.
I'm not seeing any real differences so far in the PHB versions but I'll go through them and fix any that are different. Can you be more specific as to what errors you are seeing and for what creatures. I'm not seeing any issues. Any steps that you are taking to reliably produce the errors would be appreciated.
SirLNK
February 6th, 2026, 08:14
I'm not seeing any real differences so far in the PHB versions but I'll go through them and fix any that are different. Can you be more specific as to what errors you are seeing and for what creatures. I'm not seeing any issues. Any steps that you are taking to reliably produce the errors would be appreciated.
Ok here's what I did: Opened "Books" -- opened "D&D Players Handbook" (yes it's the 2024)-- clicked on "Appendix B Creature Stat Blocks" -- From here, all the creatures are from the 1st printing of the 2024 PHB, the erratta says to replace them with the MM ones. [Example Panther had a 12 AC and the Pounce & Prowl abilities in the 1st printing, and in the fixed version it has a 13 AC and the Nimble Escape] -- Under Panther I click "NPC: Panther" brown button and the NPC block does pop up but it gives the errors in the attached Player.log
Zacchaeus
February 6th, 2026, 15:40
Thanks for the additional info. I did go through all of the NPCs and updated those that had been changed to the MM version and that update was released earlier this week.
As for the errors you are seeing those appear to be caused by one of the many extensions that you are using. Test without those extensions to make sure that there aren't any errors and then re enable each extension one by one until you find the one that's giving you the problem.
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