Thread: 5E Table Tools
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June 17th, 2026, 10:47 #11
I agree, for a single extension this is doing a lot of different things. Would you consider maybe split it into three or four smaller ones? E.G., I already use other extensions that cover the spellcasting and upcasting part, combat and weapon masteries, movement, and ammo manager, but I'd love to use this for the NPC Combat Helpers; and while I understand that the options allow me to turn on and off those features, I'd still be paying for a huge extension to use only one fifth of it.
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June 17th, 2026, 11:37 #12
Thanks, and yeah, that is completely fair.
Table Tools is definitely doing a lot, but the goal was to make those pieces work together as one user-friendly experience inside the normal 5E character sheet and Combat Tracker.
I wanted it to feel native to Fantasy Grounds, and it was built for new users whom I have introduced to Fantasy Grounds over the years, some now DM their own games, and designed with their feedback of how extensions should work. As well provide quality-of-life features that felt just slightly missing from FGU without requiring people to juggle a dozen different extensions, updates, and compatibility issues.
If you get a chance to test it, I’d genuinely appreciate any feedback.
That is a fair point, and I appreciate the suggestion.
5E Table Tools started as an all-in-one extension because I wanted these systems to work together cleanly inside the normal Fantasy Grounds and still feel like Fantasy Grounds. There are already a lot of excellent extensions that cover individual pieces, but I wanted one package that handled the specific table experience I was looking for and not an amalgamation .. for some reason I want to type 'hair golem'.
That said, not everyone needs every feature. My goal is to break some of the larger features out into smaller standalone extensions over time and continue to build new additions that work with and for 5E Table Tools, as I do have some ideas brainstorming. Right now, the first standalone piece available is 5E Smart Quiver, which covers the ammo management side of Table Tools and uses this place as its forum post. The NPC Combat Helpers is definitely something I could see working well as its own extension in the future.
For now, Table Tools is intended to be the full bundle, but this is good feedback and I’ll keep it in mind as I see what people actually want to use most.Last edited by Melborne; June 17th, 2026 at 11:41.
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June 17th, 2026, 14:27 #13
@Melborne
I think the biggest issue when you have so much compiled into a single unit is if code changes or something breaks in one area then the entire extension is down until a fix can be completed. It fine if they require each other for use, but if they work completely separate then always better to have multiple extensions so you can just unload the problem child when issues arise, plus its much easier to track down what is causing an issue when done in that fashion.
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June 17th, 2026, 17:34 #14
That’s a fair point, thank you for your feedback and it is definitely one of the tradeoffs with a larger extension. It is also something I have managed with my own extensions for years for paid games and services I have provided in my long lost history of a forever-DM.
For Table Tools, though, the design model and goal is a complete 5E quality-of-life package as you can see!
As for development and upkeep; That is a big part of why Table Tools is built as one larger package. The related features are maintained together, tested together, and updated together. If an FGU update changes something, I can adjust the full toolset as one unit instead of working on a half dozen extensions or depending on several separate extensions from multiple developers, each with their own update schedule.
That does not mean every feature has to stay inside Table Tools forever, like I have mentioned. I am splitting out some features where it makes sense, such as 5E Smart Quiver. But Table Tools itself is meant to remain the full package.
I appreciate the concern, and if something specific breaks, conflicts, or feels hard to isolate, that is useful feedback for me.
Can't wait to hear what you think of the features!Weekly campaigns deserve better tools.
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June 17th, 2026, 20:05 #15
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June 17th, 2026, 20:07 #16
It does!
Weekly campaigns deserve better tools.
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June 18th, 2026, 07:47 #17
Some cool stuff going on in here. I would like to see what some other people say.
I also agree with others.-MrDDT
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June 18th, 2026, 17:42 #18Acolyte
- Join Date
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With no other extensions, Auto-damage doesn't work. Rolls the attack, displays hit or miss, but doesn't roll damage. Not sure if this is due to new update or if the issue is already being worked on? But I figured I'd let you know.
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June 18th, 2026, 19:18 #19
I was not aware, thank you. I'll look into it shortly.
Edit: I apologize, I am just getting a chance now to sit and look at it.Last edited by Melborne; June 18th, 2026 at 20:58. Reason: Update Status
Weekly campaigns deserve better tools.
FGU extensions by Melborne
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June 18th, 2026, 21:16 #20
A quick fix! It has been uploaded to the Forge. Thanks for catching it and letting me know.
Weekly campaigns deserve better tools.
FGU extensions by Melborne
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