View Full Version : NPC Character sheets suck.
BradMcLeod
February 5th, 2025, 09:26
I've done some searching, but haven't found what I wanted.
I just loaded up Curse of Strahd. I bought it for the FGC, and I now have Ultimate FGU when I found I was able to use my previously purchased material. Maybe that has something to do with it.
I was looking at NPCs, and the sheets.... seem to be the antithesis of what FG is about. There are no links, no QoL improvements for actions, or spells. Just some buttons that link to more sheets. No inventories, nothing to use in the Combat Tracker.
Am I going to have to do all these by hand? Can I do that, then swap the basic NPCs out? Are there "fixes" for this? I found this is also for the Dungeon of the Mad Mage NPCs as well.
Is this just a WotC thing?
Zacchaeus
February 5th, 2025, 11:41
NPCs don't have inventories. However everything else you mention shows up in the combat tracker when the NPC is placed there. All their attacks, damage, saving throws and spell actions appear there. In the case of actions you can also mouse over things like the attack or damage in the NPC sheet and it will highlight. You can click and hold and then drag that onto a target in the CT or onto a token on the map. You can do this for other things as well such as applying saving throws or effects to a target.
From the NPC sheet roll an NPCs saving throws, skill checks, and ability checks by double clicking on the small 'c' and 's' icons next to the ability scores; or if they have them on the skills listed under the ability score block. You can roll these from the Combat Tracker as well if the NPC is on the CT.
See here for more information on the Combat Tracker https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641984/5E+Combat+Tracker and here for more information on the NPC sheet
https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996641934/5E+NPCs+and+Encounters
LordEntrails
February 5th, 2025, 18:05
NPCs don't have inventories because WotC stat blocks for NPCs do not have inventories. The usual method is story driven by location. So their will be a story entry that has links to a map, encounter, & parcel. The encounter will have the NPCs in it and will define their placement on the map. The parcel will have any items found in the room or on the NPC that are considered lootable. Of course the DM can add more to this if they desire or the players want to strip the NPC bodies.
What you see shown in the stat blocks in FG is what you see shown in official sources. You can toggle NPCs and many other objects between legacy and 2024 formats with the button near the bottom. The stat blocks already have the automation needed built in. Spells from the spell casting trait will be parsed into actions when added to the combat tracker. Attacks etc will have clickable text actions, etc.
Perhaps if you include a few screen shots of what you are seeing and mark them up with what you are expecting we can help clarify exactly how to do what you need or identify if a capability is missing.
BradMcLeod
February 5th, 2025, 18:08
Well.... I guess I failed that check, eh? I feel dumb now. I'm just going to go back to under my rock.
Griogre
February 5th, 2025, 19:01
LOL, don't worry we have all roll a 1 on that perception check... :p
Dax Doomslayer
February 5th, 2025, 20:14
Ironically, the 2024 Monster Manual does have 'inventory' now in the form of a line in the stat block for 'gear'. I'm not sure if that matters or not but figured I'd mention it.
Moon Wizard
February 5th, 2025, 21:50
Yeah, but it's not really a true inventory; just sort of a notes field.
Regards,
JPG
LordEntrails
February 6th, 2025, 15:28
Don't forget, for special NPCs (like BBEG and recurring villains) you can create a PC sheet for them and take ownership as the GM. I've done that in the past so that I could keep more details about them handy and improve them as the party progresses through the campaign.
SilentRuin
February 6th, 2025, 18:21
Pfft. More than one extension has NPC inventories - they are identical - I mean exactly - to the code that PC side uses down to the xml and all. Just not done in FGU.
Moon Wizard
February 6th, 2025, 21:21
While inventories can be done for NPCs if the ruleset enables them; it also adds significantly to the amount of work to prepare NPC books and adventures.
Regards,
JPG
SilentRuin
February 6th, 2025, 21:35
While inventories can be done for NPCs if the ruleset enables them; it also adds significantly to the amount of work to prepare NPC books and adventures.
Regards,
JPG
Assuming most adventures and books are completely ready to go for DM in FGU - that would be true. As almost none are - at least from my experience - it has no impact on NPC books or adventures.
If I want FGU effects to automate things? I have to get .ext and modules that have them defined for the "books and adventures" as they never have them. If I want treasure or things in inventory? I as DM still have to define them in FGU for specific creatures or be burdened with parcels buried in stories (a pain).
Literally, supplying NPC inventories does not impact books and adventures at all in regards to FGU. As none of them have any of the data we need to run a game now anyway. At least for me. In 5E. Basically, all the extensions I've ever written have been to compensate for lack of basic functionality in FGU or the data sets for it (usually both).
If my players want to battle each others as dragons? I can. If I want to auto drop things in their inventories automatically onto the map when they are killed? I can. This has no impact on an NPC book or adventure as I use those things as defined - then simply add in things to the NPC inventory as I see fit. Or make my own modules to have the NPCs with the set things I want them to drop anyway.
But I have the option. Because NPCs have inventories. And can be played directly by players same as a PC. There is no reason I can think of why the code never allowed this in the first place. And I mean fully play as a PC - not the lobotomized partial playability where nobody owns the NPC. Its not hard to do - and allows lots of flexibility of game play. But saying there was no reason to open up the game to this potential because it would add a burden to data providers the game uses? I strongly disagree. They don't provide the data we need now. Why would one more unprovided data be a burden to them? They would still not provide it.
Darth Jerod
February 10th, 2025, 04:35
No one is ever happy.
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