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		<title>Fantasy Grounds Forums</title>
		<link>https://www.fantasygrounds.com/forums/</link>
		<description>Fantasy Grounds is a virtual tabletop application which allows GMs and player to play RPG games online.</description>
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			<title>Fantasy Grounds Forums</title>
			<link>https://www.fantasygrounds.com/forums/</link>
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			<title>Reverse-Pit and Terrain Height Boxes</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87512-Reverse-Pit-and-Terrain-Height-Boxes&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 21:13:03 GMT</pubDate>
			<description>Hello all. I have been getting back into fantasy grounds recently and was surprised to see all the things that have been added in the last ~6 years....</description>
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<div>Hello all. I have been getting back into fantasy grounds recently and was surprised to see all the things that have been added in the last ~6 years. Two things I have noticed are the token and camera view modes. That brings me to two feature requests that I would like to suggest:<br />
<br />
1. Reverse Pit. Right now in the LoS settings, there is a pit option that, when entered, cuts off the token from being able to see anything outside of it. This is great and adds alot. What is missing is the reverse, like a Hill of sorts. The ability to have an area where a token inside can see out, but tokens out can't see the token inside. This way if you had something like a pyramid, this would reveal more of the map as you go up. <br />
<br />
Now, you may retort that we already have this in terms of the Terrain LoS settings, but the problem is that while a mini in terrain can see outside of it, there is no way to indicate height, so any other terrain used blocks vision. Take for example, this pyramid structure in one of the premade maps from FG Battle Maps. It uses the terrain to create the stair effect, but a creature on the middle step cants see past the step immediately below it. this is because there is no way to represent height. It also means if the mini is sat in that little cut out to the left, that the view gets really weird since it can see into the walls on the sides of the terrain boxes, but not through them all. Now you don't necessarily need height to have a reverse pit, and I do think it would be a great tool in the tool box. However, I will still argue for bringing in height anyway.<br />
<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67749&amp;d=1780866697"  title="Name:  pyramid los.png
Views: 2
Size:  1.58 MB">pyramid los.png</a><br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67750&amp;d=1780866706"  title="Name:  pyramid middle step.png
Views: 1
Size:  223.0 KB">pyramid middle step.png</a><br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67751&amp;d=1780866709"  title="Name:  pyramid weird lighting.png
Views: 0
Size:  378.5 KB">pyramid weird lighting.png</a><br />
<br />
<br />
2. Height. For the reasons mentioned above, it would be great to be able to set the height of certain pieces of terrain and walls. However, it would also be amazing because of the camera and token views that have been introduced. You could make pseudo-3d representations of the map by making off sections to be a certain height. To handle the &quot;walls&quot; of the elevated sections of the map, you could have a toggle for either black (what it does now), transparent (so you can have floating platforms), or use the pixels underneath the drawn lines to have it sorta represent what the walls might be like. You could also be able to set the height of individual layers to create truly 3d maps for wizard towers or the like.<br />
<br />
I am sure I don't have to mention that the Draw Steel Codex brought in the ability to do height and has a whole system for setting terrain height to achieve parallax effects, and I don't think you need to go that hardcore with it. It could provide some inspiration in how to do it however. This mainly stems from me seeing how you are able to have these cool token and camera views, but other than making minis fly there isn't any real way to take advantage of the height.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?38-The-Tavern">The Tavern</category>
			<dc:creator>Braincain007</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87512-Reverse-Pit-and-Terrain-Height-Boxes</guid>
		</item>
		<item>
			<title>LFP:OSE Advanced | Fantasy Grounds Unity - Text-Only | Sundays 20:00 CET</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87511-LFP-OSE-Advanced-Fantasy-Grounds-Unity-Text-Only-Sundays-20-00-CET&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 21:01:46 GMT</pubDate>
			<description>We are running a_* fully live text-based*_ Old School Essentials Advanced campaign set in the gritty, fog-wrapped Free March city of Bourg-Preux. Two...</description>
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<div>We are running a<u><b> fully live text-based</b></u> Old School Essentials Advanced campaign set in the gritty, fog-wrapped Free March city of Bourg-Preux. Two sessions in, our small party of morally ambiguous adventurers has already been arrested twice, nearly hanged once, rescued a diplomat from a dwarven tomb, and stumbled onto something deeply supernatural lurking beneath the city's cobblestones. The tone is investigative, grounded, and unforgiving, exactly as OSE should be.<br />
<br />
We are looking for one or two players who enjoy roleplay-heavy, text-based sessions with real mechanical stakes. No experience with OSE required ! Just a willingness to think before you fight, talk before you stab, and accept that retreat is sometimes the smartest move in the room. <br />
<br />
Sessions run every Sunday at 20:00 CET via Fantasy Grounds Unity.  If you want old school atmosphere, genuine consequence, and a city full of secrets that will absolutely get your character killed, come find us!!!</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?40-LFG-Looking-for-Group">LFG - Looking for Group</category>
			<dc:creator>Damon</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87511-LFP-OSE-Advanced-Fantasy-Grounds-Unity-Text-Only-Sundays-20-00-CET</guid>
		</item>
		<item>
			<title>Inactive Charater Question</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87510-Inactive-Charater-Question&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 18:39:50 GMT</pubDate>
			<description><![CDATA[What is the method used to "grey out" an inactive character at the top of screen?  Is it partially transparent overlay?]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>What is the method used to &quot;grey out&quot; an inactive character at the top of screen?  Is it partially transparent overlay?</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?42-The-Workshop">The Workshop</category>
			<dc:creator>wndrngdru</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87510-Inactive-Charater-Question</guid>
		</item>
		<item>
			<title>LFP Fallout 2d20 - Sunday 10 am JST/Saturday 9pm EST - Beginners Welcome</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87509-LFP-Fallout-2d20-Sunday-10-am-JST-Saturday-9pm-EST-Beginners-Welcome&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 16:06:28 GMT</pubDate>
			<description>FG License: Ultimate (Free for players)  
Game System: Fallout 2d20  
Time Zone: JST (Japan Standard Time) / UTC+9 
Day of week and time: Sunday, 10...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>FG License: Ultimate (Free for players) <br />
Game System: Fallout 2d20 <br />
Time Zone: JST (Japan Standard Time) / UTC+9<br />
Day of week and time: Sunday, 10 am JST (Saturdays for those in North America)<br />
If new game, planned start date: Sunday, June 14 (Saturday for those in North America)<br />
Planned Duration &amp; Frequency: 3–4 hours, Weekly <br />
Term: Short/Medium-Term Campaign (See below)<br />
Text or Voice: Voice <br />
Voice software used: Discord <br />
Will this be recorded and/or live streamed? No<br />
Roleplay &amp; Combat mix: 65/35 (Roleplay/Exploration heavy) <br />
Number of Players in game &amp; needed  2 currently, would like 2 or 3 more<br />
<br />
Hi all, we are currently looking for players to try out Fallout 2d20. Our group just finished the quickstart adventure using pregens and are hoping to run through some of the pre-written scenarios to test out the system a bit more (Looking to run Showdown in Skull Canyon next). In our next session, we will be generating characters and possibly doing a bit of adventuring as time allows. We don’t have a set “term” in mind as far as campaign length goes. Having finished several back-to-back multi-year campaigns, for now we are taking a break by trying out different systems that catch our fancy (typically for a few months at a time). If things are a good fit, you would be welcome to join us for whatever comes next too :) <br />
<br />
If this interests you, please respond to this post!</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?40-LFG-Looking-for-Group">LFG - Looking for Group</category>
			<dc:creator>Navigat0r</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87509-LFP-Fallout-2d20-Sunday-10-am-JST-Saturday-9pm-EST-Beginners-Welcome</guid>
		</item>
		<item>
			<title>Pathfinder 2e (Legacy) module Abomination Vaults looking for players</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87508-Pathfinder-2e-(Legacy)-module-Abomination-Vaults-looking-for-players&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 12:40:21 GMT</pubDate>
			<description><![CDATA[As the title suggests i am going to run the module 'abomination vaults' for 2nd edition pathfinder (legacy) 
using discord for communication, and...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>As the title suggests i am going to run the module 'abomination vaults' for 2nd edition pathfinder (legacy)<br />
using discord for communication, and fantasy grounds (both of which must be installed) for play.<br />
<br />
Looking for players...18+ age, newbies welcome though some experience with roleplaying games and pathfinder 2e prefered.<br />
Dungeon crawl, lots of tactical combat....<br />
<br />
Follow this link to join:<br />
<a href="https://startplaying.games/adventure/cmpvjcenf00ici204ttl128r7?ref=cmdw7se12004ule046i39yvvg" target="_blank">https://startplaying.games/adventure...4ule046i39yvvg</a><br />
<br />
English speaking please :)<br />
<br />
Playing Thursday Evenings 6pm - 9pm ish British Summer Time (BST)</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?40-LFG-Looking-for-Group">LFG - Looking for Group</category>
			<dc:creator>pops999</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87508-Pathfinder-2e-(Legacy)-module-Abomination-Vaults-looking-for-players</guid>
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		<item>
			<title>Fantasy Grounds Game Day June, 20 2026 (GM and player Signups open)</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87507-Fantasy-Grounds-Game-Day-June-20-2026-(GM-and-player-Signups-open)&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 11:04:20 GMT</pubDate>
			<description>Fantasy Grounds Game Day June, 20 2026 (GM and player Signups open) 
June is just May with more sunscreen and the realization that your beach body is...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>Fantasy Grounds Game Day June, 20 2026 (GM and player Signups open)<br />
June is just May with more sunscreen and the realization that your beach body is still buffering.<br />
<a href="https://forms.gle/hxkYxMArnSJ5nA1m6" target="_blank">https://forms.gle/hxkYxMArnSJ5nA1m6</a><br />
The form for game submissions is going up, I will be watching this constantly, and getting games up as they come in, feel free to sign up for games as you see them.<br />
<a href="https://warhorn.net/events/fantasy-grounds-game-day" target="_blank">https://warhorn.net/events/fantasy-grounds-game-day</a><br />
<br />
<br />
[Totally didn't forget to post one for june, honest!]</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?136-Fantasy-Grounds-Game-Days">Fantasy Grounds Game Days</category>
			<dc:creator>Camberme</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87507-Fantasy-Grounds-Game-Day-June-20-2026-(GM-and-player-Signups-open)</guid>
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			<title>Fallout RPG - Damage not applying to limbs properly</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87506-Fallout-RPG-Damage-not-applying-to-limbs-properly&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 02:53:05 GMT</pubDate>
			<description><![CDATA[When you use drag & drop dice, it will apply generic damage to your HP pool, but not to the limbs that are actually being hit. Screenshot here: 
...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>When you use drag &amp; drop dice, it will apply generic damage to your HP pool, but not to the limbs that are actually being hit. Screenshot here:<br />
<br />
<a href="https://i.imgur.com/a5ZuagT.png" target="_blank">https://i.imgur.com/a5ZuagT.png</a><br />
<br />
You can see that I've taken plenty of damage, and I was hit in the arm (left, 2x) but the damage is not applying properly.<br />
<br />
5 players and GM confirmed.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>Eddiesuxnutz</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87506-Fallout-RPG-Damage-not-applying-to-limbs-properly</guid>
		</item>
		<item>
			<title>Multiple Maps - Characters, line of sight and memory</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87505-Multiple-Maps-Characters-line-of-sight-and-memory&amp;goto=newpost</link>
			<pubDate>Sun, 07 Jun 2026 00:16:48 GMT</pubDate>
			<description>The characters retain knowledge of what they have seen of a map from one session to another until their icon has left the map and been placed on a...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>The characters retain knowledge of what they have seen of a map from one session to another until their icon has left the map and been placed on a new one.<br />
As soon as this happens fantasy grounds has lost all knowledge of what the individual characters had of that map.<br />
<br />
Would it be possible for this to not be lost? If the reason this is lost is because of HD space, can we have an option that would allow for it to be saved or not?<br />
I would really like to be able to move characters around from one floor of a place to another and back again without the line of sight data being lost.<br />
Having the image display based on their line of sight data, the way it shows when not in direct line of sight would be great.<br />
Some of the maps I have a large, and multiple floors are being done as separate images instead of all on the same image.<br />
<br />
I'm using the Pathfinder/3.5 rule set, but I'm sure this is across all rulesets and not ruleset specific.<br />
<br />
Also, if I'm doing something wrong and it's not supposed to be working this way, please, help me figure out what I'm doing wrong.<br />
<br />
Thanks,<br />
Robert</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>rmilmine</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87505-Multiple-Maps-Characters-line-of-sight-and-memory</guid>
		</item>
		<item>
			<title>Button normal options</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87504-Button-normal-options&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 22:09:51 GMT</pubDate>
			<description>Reviewing the API spec for button icons and its options, I see there are states for normal and pressed that can be defined, and they are typed as...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>Reviewing the API spec for button icons and its options, I see there are states for normal and pressed that can be defined, and they are typed as string. Is there a list of built in options I can find anywhere? I did figure out the trashcan button, but it would be great to see a reference of options to avoid trial and error. <br />
<br />
Any help?</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?42-The-Workshop">The Workshop</category>
			<dc:creator>sturtus</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87504-Button-normal-options</guid>
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			<title>attack bonus with trait (like itf:)</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87503-attack-bonus-with-trait-(like-itf-)&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 21:55:59 GMT</pubDate>
			<description><![CDATA[. 
 
this is set in combat tab: character effects... it won't work on a ranged weapon, nor on alchemist bombs: 
 
Code: 
--------- 
Bomb Attack...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div><span style="font-family: Arial">.<br />
<br />
this is set in combat tab: character effects... it won't work on a ranged weapon, nor on alchemist bombs:<br />
<!-- BEGIN TEMPLATE: bbcode_code_printable -->
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Bomb Attack Proficiency; ATK: 6, bomb, alchemical</code><hr />
</div>
<!-- END TEMPLATE: bbcode_code_printable -->i tried also:<br />
<!-- BEGIN TEMPLATE: bbcode_code_printable -->
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code">Bomb Attack Proficiency; TRAIT: bomb, alchemical; ATK: 6</code><hr />
</div>
<!-- END TEMPLATE: bbcode_code_printable -->i think these are invalid.<br />
<br />
is there something i can use to recognize bomb / alchemical and apply bonus, but not to any ranged?<br />
</span></div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?105-Pathfinder-2E">Pathfinder 2E</category>
			<dc:creator>tahl_liadon</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87503-attack-bonus-with-trait-(like-itf-)</guid>
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			<title>Lfp (1-2) sf2e</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87502-Lfp-(1-2)-sf2e&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 21:28:53 GMT</pubDate>
			<description><![CDATA[*FG License:* GM has ultimate, player just needs free version 
*Game System:* Starfinder 2nd Edition 
 
*Introduction: * I'm doing a little HR work...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div><b>FG License:</b> GM has ultimate, player just needs free version<br />
<b>Game System:</b> Starfinder 2nd Edition<br />
<br />
<b>Introduction: </b> I'm doing a little HR work for the GM of my game. Our group is in the middle of the Guilt of the Grave mini AP. Due to all the things going on in the lives of the players, it's become a bit difficult to stick to our usual weekly schedule. So the hope is to find a new player to join. This will allow us to play on in situations where only a single person can't make it but the other 4 PC's can. Our GM is on summer holiday so the game will resume after their vacation. Although you would be joining in the middle of Guilt of the Grave, we would be continuing with future Paizo releases that continue the story from Guilt of the Grave (or can naturally lead to it). So whatever character you make for Guilt of the Grave has the potential to adventure beyond just this mini AP.<br />
<br />
<b>Time Zone:</b> PST (USA)<br />
<b>Day of week and time:</b> Sundays at 10 AM<br />
I<b>f new game, planned start date:</b> Resuming July 12th <br />
<b>Planned Duration &amp; Frequency:</b> Every Sunday usually for 3 hours.<br />
<b>Term:</b> Long term. This group has played through an entire SF1E and PF2E campaign.<br />
<br />
<b>Text or Voice:</b> Voice<br />
<b>Main Language used:</b> English<br />
<b>Voice software used:</b> Discord<br />
<b>Will this be recorded and/or live streamed?</b> No<br />
<br />
<br />
<b>Roleplay &amp; Combat mix:</b> Maybe 40/60. Depends on the session and part of story we are at.<br />
<b>Number of Players in game &amp; needed:</b> 4 players currently, need 1 more.<br />
<b>Character starting level &amp; equipment:</b> Level 3, standard SF2E character creation.<br />
<b>Character restrictions:</b> None, speak with GM if any concerns.<br />
<br />
<b>Details of your scenario:</b>While working for a dwarven mining collective on a mysterious asteroid, a group of adventurers discover an ancient secret, the revelation of which puts them at odds with the Corpse Fleet—the dreaded undead space armada from the planet Eox. Can the heroes survive the trials that await them on the grave world and beyond, or will they be the first victims of the Corpse Fleet’s ambitions of turning the galaxy into a cosmic graveyard?<br />
<br />
<b>Questions: </b> If you are interested, then direct message me your responses to the following questions.<br />
<br />
Question 1: We play every Sunday at 10 PM (PST) for 3-4 hours. On a scale of 1 to 10, how consistent is your schedule?<br />
<br />
Question 2: How do you handle 'Group vs. Individual' decisions? If the party wants to take a path your character might be skeptical of, how do you typically navigate that roleplay without stalling the game?<br />
<br />
Question 3: Starfinder can get pretty weird and Guilt of the Grave specifically deals with some darker themes. Will you be okay with that?<br />
<br />
Question 4: Where do you sit on the spectrum between 'Tactical Wargamer' and 'Method Actor?’ Do you prefer sessions heavy on 'crunchy' combat or character-driven roleplay?<br />
<br />
Question 5: How familiar are you with Fantasy Grounds VTT?</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?40-LFG-Looking-for-Group">LFG - Looking for Group</category>
			<dc:creator>NeedMoarPikachu</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87502-Lfp-(1-2)-sf2e</guid>
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			<title>FantasyGroundsUpdater on macOS is still Intel-only</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87501-FantasyGroundsUpdater-on-macOS-is-still-Intel-only&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 19:14:34 GMT</pubDate>
			<description>I noticed today that the FantasyGroundsUpdater executable on macOS is Intel-only. 
 
Until this is recompiled as a Universal Binary for macOS, it...</description>
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<div>I noticed today that the FantasyGroundsUpdater executable on macOS is Intel-only.<br />
<br />
Until this is recompiled as a Universal Binary for macOS, it will not run natively on Apple Silicon Macs. Installation and updates of Fantasy Grounds, which is itself Universal (and thus native on Intel and Apple Silicon), still require Rosetta because of this. If Rosetta is not installed or the user chooses not to install it, FGU cannot be installed or updated.<br />
<br />
This is important because:<br />
<br />
<ol class="decimal"><li style="">All installations of Fantasy Grounds on Apple Silicon Macs currently require that the optional Rosetta translation framework be installed.</li><li style="">All installations of Fantasy Grounds on Apple Silicon Macs also require that Rosetta is installed and remains installed.</li><li style="">Use of Rosetta translation has a performance and disk storage impact on macOS, which could affect users on slower Macs or those with smaller disks. While they aren’t exactly slow, the well-received MacBook Neo is not configurable with more than 512 GB storage.</li><li style="">Rosetta is an optional install and Mac users may choose to not install it.</li><li style="">Apple has already announced (last year) that macOS 27 will not support Intel Macs.</li><li style="">Apple has also announced that macOS 27 will not have general support for Rosetta. It will be limited/restricted to use in specific situations / for specific apps/games.</li></ol><br />
<br />
Suggestions:<br />
<br />
<ol class="decimal"><li style="">Compile FantasyGroundsUpdater as Universal on macOS to complement the existing Universal FantasyGrounds and FGUpdaterEngine executables.</li><li style="">Update existing installations with the Universal version of FantasyGroundsUpdater.</li><li style="">Update the FGUWebInstall.pkg from the product downloads to include the Universal FantasyGroundsUpdater, so that new installs don’t require Rosetta for it and/or they will work when Rosetta is not installed/available.</li></ol><br />
<br />
Thanks!</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>jaharmi</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87501-FantasyGroundsUpdater-on-macOS-is-still-Intel-only</guid>
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			<title>4E NPC Level Scaling Extension</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87500-4E-NPC-Level-Scaling-Extension&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 19:05:29 GMT</pubDate>
			<description>Hello All. Back again with an extension that allows you to take a creature of a certain level and convert it to a different level, as well as...</description>
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<div>Hello All. Back again with an extension that allows you to take a creature of a certain level and convert it to a different level, as well as converting it between Standard, Elite, Solo, and Minion creatures. It does this by taking into consideration the way that 4e maths out its creatures<br />
<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67740&amp;d=1780772473"  title="Name:  Damage by level.png
Views: 3
Size:  89.4 KB">Damage by level.png</a><br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67741&amp;d=1780772483"  title="Name:  Monster stat by roll.png
Views: 2
Size:  69.9 KB">Monster stat by roll.png</a><br />
<br />
This is an example of how it looks:<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67742&amp;d=1780772529"  title="Name:  level 8 example.png
Views: 3
Size:  223.3 KB">level 8 example.png</a><br />
<br />
And here it is after generating the creature at a variety of levels:<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67743&amp;d=1780772567"  title="Name:  monster scaled examples.png
Views: 2
Size:  1.30 MB">monster scaled examples.png</a><br />
<br />
Let me know if there is anything obviously wrong.<br />
<br />
Download here: <a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67744&amp;d=1780772642"  title="Name:  4E NPC Level Scaler.ext
Views: 1
Size:  7.7 KB">4E NPC Level Scaler.ext</a><br />
<br />
Also check out my <a href="https://www.fantasygrounds.com/forums/showthread.php?87499-4E-MoreMonster-Filters" target="_blank">4E More Monster Filters</a> and <a href="https://www.fantasygrounds.com/forums/showthread.php?87497-4e-NPC-Info-Extension" target="_blank">4E NPC Info Extension</a></div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?58-4E">4E</category>
			<dc:creator>Braincain007</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87500-4E-NPC-Level-Scaling-Extension</guid>
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			<title>4E MoreMonster Filters</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87499-4E-MoreMonster-Filters&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 15:52:38 GMT</pubDate>
			<description>Hello All, I have taken the 5E More Monster Filters Extension, and converted it for use with 4e 
 
original:...</description>
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<div>Hello All, I have taken the 5E More Monster Filters Extension, and converted it for use with 4e<br />
<br />
original: <a href="https://www.fantasygrounds.com/forums/showthread.php?57112-5E-More-Monster-Filters" target="_blank">https://www.fantasygrounds.com/forum...onster-Filters</a><br />
<br />
Image of it combined with the <a href="https://www.fantasygrounds.com/forums/showthread.php?87497-4e-NPC-Info-Extension" target="_blank">4E NPC Info extension I posted earlier today</a>:<br />
<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67736&amp;d=1780760987"  title="Name:  4e more monster filters.png
Views: 5
Size:  767.6 KB">4e more monster filters.png</a><br />
<br />
get it here:<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=67737&amp;d=1780761023"  title="Name:  4E MoreMonster Filters.ext
Views: 1
Size:  3.3 KB">4E MoreMonster Filters.ext</a><br />
<br />
Also see my <a href="https://www.fantasygrounds.com/forums/showthread.php?87500-4E-NPC-Level-Scaling-Extension&amp;p=764974#post764974" target="_blank">4E NPC Level Scaling extension</a></div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?58-4E">4E</category>
			<dc:creator>Braincain007</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87499-4E-MoreMonster-Filters</guid>
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			<title><![CDATA[Temporary fix version of Kelrugem's Extended Automation]]></title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87498-Temporary-fix-version-of-Kelrugem-s-Extended-Automation&amp;goto=newpost</link>
			<pubDate>Sat, 06 Jun 2026 15:23:33 GMT</pubDate>
			<description><![CDATA[At Kelrugem's suggestion I am posting up here my attempt at providing a temporary fix version of Kel's Extended Automation extension until he is able...]]></description>
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<div>At Kelrugem's suggestion I am posting up here my attempt at providing a temporary fix version of Kel's Extended Automation extension until he is able to find time to patch and release his official version.  <br />
<br />
I have already passed all the changes I have made for this version to Kel to hopefully help him with his work.  These changes may or may not be doing things in exactly the way that Fantasy Grounds expect but my aim is to have something that <b>works </b>and helps bridge the gap until Kel can fix things in a fully correct way.<br />
<br />
<br />
No guarantees that everything that used to work will work, but my group has been using this version for a couple of sessions and it currently seems to be in a state where it is working for us. <br />
<br />
I am happy to get feedback <u>in this thread</u> on any issues and will <i>try </i> to look into and resolve any issues, and will keep feeding any changes on to Kel.<br />
<br />
Also would be interested to get some feedback if you do use this and don't find problems as that will probably also help to know whether there aren't any issues reported just because nobody is using it...<br />
<br />
This is not on Forge, so to install you will need to take the attached zip file, unzip it and copy the resulting folder to your FG extensions folder<br />
e.g. C:\Users\&lt;your user&gt;\AppData\Roaming\SmiteWorks\Fantasy Grounds\extensions<br />
<br />
Then when selecting extensions look for and select 'RV Feature: Extended automation and overlays' - making sure you deselect Kel's extension 'Feature: Extended automation and overlays'</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?63-3-5E">3.5E</category>
			<dc:creator>rogerv</dc:creator>
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