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  1. #131
    Zacchaeus's Avatar
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    Noted
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  2. #132
    I'm putting this here because I don't know if this feature is 5e specific or not. If I need to put it elsewhere, please let me know where.

    I know this is working as intended, but I'm getting really frustrated with item identification. It's very annoying trying to give my players items only to have the item not display its name just because it's from an older source (DMG mostly). Worse still, the items remain sorted in the inventory by their true name, not by the display name, so when my players ask about an item that I missed clicking the ID button for I have trouble finding the specific item. The default item identification state needs to be consistent between modules, old and new alike. Ideally I'd like to see an option in the campaign settings to set the default identification state instead of letting the module determine it.
    You can find my work for D&D 5th Edition on the DMs Guild.

  3. #133
    Caelen,

    You can try the Party Inventory Identified extension, it was written for CoreRPG be it will work with 5e.

  4. #134
    Quote Originally Posted by KlatuB View Post
    Caelen,

    You can try the Party Inventory Identified extension, it was written for CoreRPG be it will work with 5e.
    That link is broken. Googleing it find it as a first result.

    That's pretty dope, just downloaded for myself even though I wasn't the OP
    Last edited by HuseyinCinar; July 7th, 2019 at 07:30.

  5. #135
    Zacchaeus's Avatar
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    Quote Originally Posted by Caelen View Post
    I'm putting this here because I don't know if this feature is 5e specific or not. If I need to put it elsewhere, please let me know where.

    I know this is working as intended, but I'm getting really frustrated with item identification. It's very annoying trying to give my players items only to have the item not display its name just because it's from an older source (DMG mostly). Worse still, the items remain sorted in the inventory by their true name, not by the display name, so when my players ask about an item that I missed clicking the ID button for I have trouble finding the specific item. The default item identification state needs to be consistent between modules, old and new alike. Ideally I'd like to see an option in the campaign settings to set the default identification state instead of letting the module determine it.
    As you say, it is working as intended. Magic Items in the DMG default to unidentified. So it isn't a bug as such.
    Last edited by Zacchaeus; July 7th, 2019 at 09:08.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  6. #136
    Quote Originally Posted by Zacchaeus View Post
    As you say, it is working as intended. Magic Items in the DMG default to unidentified. So it isn't a bug as such.
    Yeah, it's not really a bug. It's just a problem I'd like to see fixed eventually, even if it has to wait until after FGU is out. Is there a better place to bring this up? Would idea informer be the spot, or is there a different forum section I should go to?
    You can find my work for D&D 5th Edition on the DMs Guild.

  7. #137
    Zacchaeus's Avatar
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    Quote Originally Posted by Caelen View Post
    Yeah, it's not really a bug. It's just a problem I'd like to see fixed eventually, even if it has to wait until after FGU is out. Is there a better place to bring this up? Would idea informer be the spot, or is there a different forum section I should go to?
    You can add it to the idea informer if you wish, but as I say it is the default behaviour. Previously (pre v 3.3.6) all items were unidentified by default and there were options which allowed for this default behaviour to be over ridden. However the options were rarely used (apparently most users didn't even know there were options) and so they were removed altogether (and won't be coming back). The default behaviour was changed to be identified by default and thus if DMs wanted to make something unidentified they specifically had to do that themselves. The only things that remain unidentified by default are read only modules such as the DMG where magic items default to unidentified - as they should be. So if you are giving your players something from the DMG and you don't want it unidentified make sure that when you add it to the treasure parcel that you change its status before you distribute the parcel.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  8. #138
    After purchasing the Squareware table I have found an issues with it.
    The HUNTINGQUARRY story template has a variable [Huntingquarry] that seems like it is supposed to generate a random animal name. Instead it simply inserts the text 'HuntingQuarry' into the story it generates.

  9. #139
    Zacchaeus's Avatar
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    Noted; I'll see that the author gets to know.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  10. #140
    Quote Originally Posted by GavinRuneblade View Post
    Sorry I'm late, again, Regarding the https://www.fantasygrounds.com/store...php?id=KPMHH5E Midgard Hero's Handbook, here's my list of grammar and effect errors:

    * Clockwork Jewel Scarab NPC Entry: Darkvision missing range
    * Avatar: every reference says "you" but should be "the avatar" to be consistent with previous NPCs like the Aarakocra Simulacra from Storm King's Thunder.
    * None of the NPcs use the "other" tab to provide background information.
    * There are 9 creatures in the reference guide that are not in the NPC list, and 6 creatures in the NPC list that are not in the reference guide.
    * The link for the NPC list in the reference guide is pointing at the NPC "list of lists" from the fantasy grounds user interface, not the NPC list in your book.
    * Prismatic Ray table the Red and Yellow (1 & 3) have the damage type in the saving throw column and don't indicate what ability to save with.
    * None of the weapons have their descriptions included in the equipment list. Only via the reference manual. This is particularly an issue with the Northlands Estoc, Rothenian Poinard, and Composite Bow which have special rules that are unavailable. Attachment 27701
    * Weapons exist in the reference manual that are missing from the equipment list.
    * Warning Shout Spell uses non-5e mechanics. Reactions can only be used during combat but initiative is rolled before combat. Per the SRD "A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else's." Also initiative is all rolled at the same time, again from the SRD "Initiative determines the order of turns during combat. When combat starts, every participant makes a dexterity check to determine their place in the initiative order." So there will never be an "initiative check made before your next turn" as required by the spell, meaning it cannot ever trigger and cannot do anything.
    * Thunderbolt cantrip is missing damage scaling.
    * Thunderous Stampede is missing the new paragraph before "at higher levels".
    * Time Jump Spell. "forward in time. If it fails a Constitution saving throw, the construct"
    * Vine Trestle spell. half of the components line appears in the description area below the duration. Additionally, it is not a ritual but makes reference to expending ritual focus.
    * Shadow Realm Gateway spell. Says "this spell can only be cast as a ritual" but isn't marked as a ritual.
    * Shadows Brought to Light spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Shadowy Retribution spell. Has additional effects if you expend ritual focus but is not marked as a ritual. Also has non-5e mechanics. The additional ritual effects require "using a higher-level spell slot" but ritual's don't use spell slots. Per the SRD: "Certain spells have a special tag: ritual. Such a spell can be cast following the normal rules for spellcasting, or the spell can be cast as a ritual. The ritual version of a spell takes 10 minutes longer to cast than normal. It also doesn’t expend a spell slot, which means the ritual version of a spell can’t be cast at a higher level."
    * Slither. "you momentarily become a shadow (a humanoidshaped" should be "humanoid-shaped".
    * Song of the Forest. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Ringward spell. part of the components information appears at the top of the description below duration.
    * Heartache spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Hod's Gift spell. missing the new paragraph for "at higher levels".
    * Holy Ground spell. Part of the components line is at the top of the description field underneath duration.
    * Guest of Honor spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Find Kin spell. Part of the components information appears at the top of the description below duration.
    * Freeze Potion spell. Part of the casting time information appears at the top of the description below duration.
    * Frostbite spell. Part of the components information appears at the top of the description below duration.
    * Enchant ring spell. Part of the components information appears at the top of the description below duration.
    * Encroaching Shadows spell. Part of the components information appears at the top of the description below duration. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Extract Foyson spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Desolation spell. Part of the components information appears at the top of the description below duration. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Deva's Wings spell. Part of the components information appears at the top of the description below duration.
    * Drown spell. Part of the components information appears at the top of the description below duration.
    * Celebration spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Claws of darkness spell. Cantrip attack without additional levelling at levels 5, 11, 16.
    * Clearing the Field spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Compelling Fate spell. Part of the components information appears at the top of the description below duration.
    * Black Swan Storm spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Blade of my Brother spell. Part of the components information appears at the top of the description below duration.
    * Bloom spell. Has additional effects if you expend ritual focus but is not marked as a ritual.
    * Centaur race the Size attribute does change inventory max carrying capacity but does not cause token to be sized large. I'm not sure if that is due to wording in the racial trait or a limit within FG itself.
    Thanks for pointing these out. Most of the items listed (cantrip damage, npc stats) are not provided in the book itself so there were no stats given. I'll get to work on correcting what I can so it can go out in an update.
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