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  1. #1

    Best Extensions?

    I'm running my first Pathfinder 2e campaign on FG, and I'm wondering about the best extensions to use to help run it smoothly. I'm running a sandbox homebrew. I know it's a hard to come up with a comprehensive list, but it would be great to hear from people on which ones helped them the most.

  2. #2
    Quote Originally Posted by krking View Post
    I'm running my first Pathfinder 2e campaign on FG, and I'm wondering about the best extensions to use to help run it smoothly. I'm running a sandbox homebrew. I know it's a hard to come up with a comprehensive list, but it would be great to hear from people on which ones helped them the most.
    It will run just fine without any extensions at all. Add extensions when you find they fill a need in the campaign.

  3. #3
    My top 3, the ones I always have turned on, are:

    PFRPG2 GM Enhancement extension
    Forum: https://www.fantasygrounds.com/forum...ment-extension
    Forge: https://forge.fantasygrounds.com/shop/items/576/view (500 coins)
    This has a number of useful tools for a GM and whilst I mostly use it for the encounter XP calculator and the rune forge, those two alone have saved me so much time it's been more than worth the cost.

    Clock Adjuster
    Forum: https://www.fantasygrounds.com/forum...Clock-Adjuster
    Forge: https://forge.fantasygrounds.com/shop/items/574/view (Free)
    Adds a little window that enables you to control the campaign's clock / calendar. Whether this is useful or not will depend on how you like to track time (or if you like to track time), but I find it invaluable. Note that there are several versions and addons to this extension, so I recommend searching for "Clock Adjuster" in the Forge and finding the one(s) that meet your needs.

    Player Agency
    Forum: https://www.fantasygrounds.com/forum...ency-Extension
    Forge: https://forge.fantasygrounds.com/shop/items/511/view (Free)
    This has a couple of different parts to it - a World Builder that you can use to keep notes on people, places, groups etc. in your campaign; an Investigator where your players can keep notes about the campaign; and a "Dear Diary" where players can record notes against Calendar entries. For a homebrew sandbox campaign, World Builder could a great deal of assistance as it helps you record information about your world in a more structured way than just writing it into a Story record.

  4. #4
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  5. #5

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    I use quite a few.

    Some are quite generic in terms of rule set.

    * Aura Effects (useful for... well, auras)
    * Cohorts and Companions (useful if your players frequently have summons, so they can control them w/o you needing to use Party Shared Vision)
    * CoreRPG - Better Menus (I just prefer a top menu bar with dropdowns)
    * Encounter Descriptions, Misc Annotations - both for making notes to remind myself of *why* or other details like that
    * MNM Buy and Sell Items + MNM Coin Manager + MNM Core -- for buying/selling more easily, i.e. allowing players to do a lot of this themselves
    * Points of Interest (for labeling a town map, so that it's easy for me to determine which pin is for a specific town PoI)
    * Power Up (for ensuring that players have the player-shared modules automatically activated)
    * Step Counter + Walk This Way (for tracking expended movement, for effects that modify speed)
    * Turbo (performance)
    * Winnowing Pursuits (for filtering e.g. list of activities)

    Of the PFRPG2-specific ones...
    * Pathbuilder Import -- if your characters want to create a character using Pathbuilder, this can be useful for importing the level 1 step. You should handle all subsequent level-ups via the Tracker, however.
    * PFRPG2 GM Enhancements as was mentioned by humby, mostly for recalculating encounter XP or adding weak/elite adjustments.

    B9's Spell Tokens might be interesting, but there are caveats. Notably, it supports geometric cones, rectangles, and circles. It does *not* support PF2-style grid-aligned emanations and bursts. Still, you might find it useful for such things as allowing you to move a spell token around on a map w/o needing to edit map layers, and if you don't mind the slight discrepancies in targeting coverage, you can associate spells with tokens and use the extension to target everything covered by an area.

  6. #6
    I've been running for three sessions with only the import extension, but I'm always looking to speed up various game mechanics.

  7. #7
    Quote Originally Posted by Jiminimonka View Post
    It will run just fine without any extensions at all. Add extensions when you find they fill a need in the campaign.
    I've been running for three sessions with only the import extension, but I'm always looking to speed up various game mechanics.

  8. #8
    Quote Originally Posted by humby View Post
    My top 3, the ones I always have turned on, are:

    PFRPG2 GM Enhancement extension
    Forum: https://www.fantasygrounds.com/forum...ment-extension
    Forge: https://forge.fantasygrounds.com/shop/items/576/view (500 coins)
    This has a number of useful tools for a GM and whilst I mostly use it for the encounter XP calculator and the rune forge, those two alone have saved me so much time it's been more than worth the cost.

    Clock Adjuster
    Forum: https://www.fantasygrounds.com/forum...Clock-Adjuster
    Forge: https://forge.fantasygrounds.com/shop/items/574/view (Free)
    Adds a little window that enables you to control the campaign's clock / calendar. Whether this is useful or not will depend on how you like to track time (or if you like to track time), but I find it invaluable. Note that there are several versions and addons to this extension, so I recommend searching for "Clock Adjuster" in the Forge and finding the one(s) that meet your needs.

    Player Agency
    Forum: https://www.fantasygrounds.com/forum...ency-Extension
    Forge: https://forge.fantasygrounds.com/shop/items/511/view (Free)
    This has a couple of different parts to it - a World Builder that you can use to keep notes on people, places, groups etc. in your campaign; an Investigator where your players can keep notes about the campaign; and a "Dear Diary" where players can record notes against Calendar entries. For a homebrew sandbox campaign, World Builder could a great deal of assistance as it helps you record information about your world in a more structured way than just writing it into a Story record.
    These look great. Thanks!

  9. #9
    Quote Originally Posted by Nyarly Dude View Post
    I use quite a few.

    Some are quite generic in terms of rule set.

    * Aura Effects (useful for... well, auras)
    * Cohorts and Companions (useful if your players frequently have summons, so they can control them w/o you needing to use Party Shared Vision)
    * CoreRPG - Better Menus (I just prefer a top menu bar with dropdowns)
    * Encounter Descriptions, Misc Annotations - both for making notes to remind myself of *why* or other details like that
    * MNM Buy and Sell Items + MNM Coin Manager + MNM Core -- for buying/selling more easily, i.e. allowing players to do a lot of this themselves
    * Points of Interest (for labeling a town map, so that it's easy for me to determine which pin is for a specific town PoI)
    * Power Up (for ensuring that players have the player-shared modules automatically activated)
    * Step Counter + Walk This Way (for tracking expended movement, for effects that modify speed)
    * Turbo (performance)
    * Winnowing Pursuits (for filtering e.g. list of activities)

    Of the PFRPG2-specific ones...
    * Pathbuilder Import -- if your characters want to create a character using Pathbuilder, this can be useful for importing the level 1 step. You should handle all subsequent level-ups via the Tracker, however.
    * PFRPG2 GM Enhancements as was mentioned by humby, mostly for recalculating encounter XP or adding weak/elite adjustments.

    B9's Spell Tokens might be interesting, but there are caveats. Notably, it supports geometric cones, rectangles, and circles. It does *not* support PF2-style grid-aligned emanations and bursts. Still, you might find it useful for such things as allowing you to move a spell token around on a map w/o needing to edit map layers, and if you don't mind the slight discrepancies in targeting coverage, you can associate spells with tokens and use the extension to target everything covered by an area.
    Thanks. I'm going to be busy looking through all of these!

  10. #10

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