#Fantasy Grounds Unity Draw Steel Ruleset
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Then again, you could put ut under heroic abilities. Can you rename the header categories?
I might also say there is not a lot of room for perks and titles. Characters will have between 1 and 6 perks over career, and could have twice as many titles. Instead of a single text line, would you be able to make into a text box link, like the features tab?
Well, just brainstorming outloud here, think the big difference is abilities that have a cost, and those that are free. Signatures are free, but not only Type of free. Maybe "at-will" , "heroic", and "other"?
π―
Yes, that'll work a LOT better
And seeing project notes, it would probably be good to do the same with that section, as players may want to save project recipes, and a place to have the details for multiple would be good too.
I think abilities is the right name. I asked my players and they said having the heroic reources on the ability tab is the right call. Since you need to constantly check how much you have vs how much you need.
Is it possible to have a box that tracks the HR on both pages, and when you change the number on one, ut changes on the other?
If you can do that, surges are also good to track on both
Let me share this with my group, but looks good!
Oh, small change, but heroic resource is probably better name than class resource, for consistency with pdf
That is...unfortunate, but funny. Well, if I doesn't fit, you must acquit, or something
It's always the little things
I'm still on town, but will be able to check tomorrow in detail π
Absolutely! Sounds like codex is still 6 to 8 mo out. Unless we get a trial version
But, wonderful work. Let us know if you take tips!
it's great you did this, i haven't used fantasy grounds before and i found foundry a little too complex, i know fantasy grounds has a learning curve, i have 3 days before i have to run s plsytest, i'm not sure what to do, lol
Also, if you have a quick question or two, I'm open to DMs if I can help. Running FG for 5+ years, and run a few games already using this extension
thanks!
i appreciate that
@mystic yarrow So, abilities tab looks great! I think you could sneak a 4th box in this tab. Per the image below, if you made the red box (Maneuver & Triggered) and then the Blue Box Heroic abilties - and have those two boxes be scalable to the size of the sheet - that would cover ALL the options and keep them well sorted
I think because total abilities over 10 levels is between 8 and 12 for heroics - so after that, that space isn't as useful, but if you had a parallel box that should have more economy of space
OOh! I knew I forgot something in my request. We need ONE more resource Box: HERO TOKENS!
Slot Hero Tokens right here next to surges I think would work great! I know the rules are per party, but I don't think FG has a good way to track shared sources like that - so if you just put a box here for tokens and/or any other special resource, that would be super useful and at least my group tracks Hero Tokens individually, so they can all get 1 per session.
Last one - super minor - but I might ask if its easy to adjust the text box sizes and proportions for those sections on the 1st page: Blue (Skills), Red (Movement), Green (Weaknesses), Yellow (Immunities), and Purple (Unique Effects). I would do this ONLY if you can make each box have 2 lines - as right now, when you fill a line, it just disappears unless you scroll. I've found players would rather a bigger sheet than losing text behind an invisible box.
Unique Effects is great for things like Caster Wards and/or any other miscellaneous bonus a hero may pick up.
Ok, and one for the NPCs. I've no idea if this is feasible - but keywords on NPC's are great! Is it possible to make the NPC list show all the categories (so it would list an NPC's name, role, organization (and then subfolder)?
Alright, I'm out π Thanks for any considerations!
π±
Absolutely Stellar!
Yes, I feel very good about those, that should really cover anything. Thank you so much!
Now I just need to wrangle my players and get them to update their characters for the new rules fully π
crazy fast!
That's close enough! EV's are a ballpark anyways, so its a good eyeball
Just something I and @simple hornet thought of, but I know in the 5E ruleset, there is a button on items and ability that sometimes allows users to output the record to text. Is it possible to add something that would output parts of an ability to text?
If not, or its too complicated, no biggie - just something we thought of
sorry to hear, get well soon
Oh no! That's ok - you've done amazing work - More than I would have hoped for as it stands. I'm also fighting off a potential flu I think, but we'll see
i hope everyone is feeling well today, is the difference between a class feature and ability the fact that an ability has a power roll associated with it?
If you mean the template block you open, I don't think so. I suspect it was easier to just copy the one template - in which clase I would just put the text of a feature into the EFFECT line
thanks, here's a real dumb one, how do i invite a free player to my ultimate campaign? i don't see a 4 word alias i was told to look for
let me check and see if I can remember; stand by:
Oh, ok. @simple hornet THe best way is to note your USERNAME, and have your players logon to the free version, do JOIN GAME, and then search by username. You should have a green dot if your campaign file is running and active
Fun fact! you can try this on yourself - load two versions of Fantasy grounds - one as the GM, and another as a player; you should be able to join your own game. This is really good for testing how things appear on the player end.
right, do i just start the program when i already have it open?
one other thing, whenever you get a chance, is this how ppl fill in their info?
dumb question when i can just try it π
This looks all good! I would type 'damage' after the 4, 6, and 8 so that when it reads out on the chat roll, peoplen aren't confused what that number is
Correct. Just launch the program again after its open (you may need to right click and select 'run' but otherwise you shoudl be able to open multiple instances of it
thanks, awesome
when i did this, it gave me access to the pc i have been creating, is that just cuz it's the same account or do i need to do something in permissions
?
On the GM side, you can right click on the character and select 'clear owner', which then makes it visible to anyone until its selected
gotcha, is there a way to make a trait or feature show up in the chat screen without making a power roll?
not presently
ok, cool and there is nothing in here yet interms of monsters, items, whatever, right?
There should be the option to create monster stat blocks: example;
so i can just click npc and add whatever i need from the monster pdf, ok
DEMON PITLING LEVEL 1 MINION ARTILLERY
Abyssal, Demon EV 6 for eight minions
Stamina 3 Weakness Holy 3
Speed 5 (fly) Size 1T/ Stability 0
With Captain Speed +2 Free Strike 2
Might β2 Agility +2 Reason β2 Intuition β2 Presence β2
Spit (Action) β 2d10 + 2 β Signature
Keywords Ranged, Strike, Weapon
Distance Ranged 10 Target One creature or object per minion
β¦ β€11 2 poison damage
β
12β16 4 poison damage
βΈ 17+ 5 poison damage
Horrid Stench
Any enemy who has three or more pitlings within 2 squares of
them canβt regain Stamina.
Soulsight
Each creature within 2 of the pitling canβt be hidden from them
but my question is, how can i add all of this? or where would you add their special abilities, etc.
i saw the ability tab, but i can't automate their aTTACK, CAN I?
No, not like players
The ability tab on NPC's is just for reference sadly π¦
Ideally, monsters would have text box entrys like players on the first tab - since most monsters only have a few - it'd be easier to have them all on the one tab for the director, but @mystic yarrow said PC character sheets were the priority. Perhaps in the future, we shall see
yeah, what we have is great, it would have been ten years doing stuff our first time around, just need mosters for the couple of encounters i have planned
dumbest question i have asked yet, is there a way to change GM in chat to say Director instead?
what are the list under Character at the bottom of the right side menu mean? where it reads, Abilities, Ancestries, Classes
thnaks, i'll private message my questions
gmid worked, i need to join that discord, hoping i learn/do enough to have a semi smooth experience on sunday
https://discord.gg/gJTNXSd5 for the FGU discord!
thanks!
definitely helpful, thanks!
I can't find what I think are simple vtt maps, like a roadside in next to like a dirt road and a forested area, like I want to have a fight there but the only ones I find barely have any map outside of the inn, what are some of your favorite map creators?
Oh, good question! Off the top of my head, Neutral Party is GREAT, they have neat, small maps
DnDungeons and Tactical Maps are also good, though the latter are a little bigger
i want bigger, for some stuff at least, like i think im going with a hot start, so right after meeting at the inn (they are all meant to meet there),the inn will be set abalze
If you want HUGE, I recommend Borough Bound - they do Sprawling maps, that often have some quasi encouters built in. Also Tactical maps and Cze Peku are good for large ones
awesome, i will try all of those, hopefully i can set up 2 encounters and a montage tonight, thanks!
thanks!
now that i have a map, i have ownership of a character as a player, as director i dragged him onto the map, as the player, i don't see any map, just the same background image
thanks, i'm thinking i messed something up trying to get vision to work
in layers, light and wall are both selected but i can't unlock to remove
i got it, ugh, thanks for the help
Question, would there be a way to group up minions into one turn so they don't clog up the initiative tracker?
Also about the tracker, I think putting the hero tokens there instead of on their character sheet would be more streamlined.
Not that I've seen - it'd be nice but I don't know how much much engineering it takes. As a work around, you CAN just add ONE minion per squad to the tracker, and track the squads stamina; but then you have the issue of keeping track of them (which would be harder if you have multiple squads of the same type).
RE: Hero tokens - On the combat tracker is not a bad idea IF its visible to players. I would be ok with that - though my players like having them on their sheet - so maybe just rename that box on their sheet to 'Other'
Yeah that was going to be my work around, it just makes setting up encounters harder because those minions not in the tracker have to be added when you start the encounter not when you set it up or they'll disappear. π©
Also I just noticed that minions EV is based on multiple to make that EV value, gotta retool my encounters lol.
I can see it both ways, just seems to me having one source for those tokens help the players from having to keep track constantly of how many they have.
Yeah, the minion setup is admittedly thorny - because I don't even know if FG as a whole over any rule set would have a good way of handling them in DS. Ideally, you want one CT entry, but a way to link that entry to multiple tokens on the map. Even if you're not tracking stamina - you also want to be able to find a way to associate them.
Agreed. The main thing will be having your tokens setup in a way that you can distinguish your squads. As an aside on Monster Stamina - I just realized that the health bars don't work with stamina. Is THAT something you can add - so that the health bars on allies/enemies will show how close to 0 a creature is?
and/or - a toggle to turn monster stamina visible on the CT might be nice, not sure if that's any easier though π€
I think that's in the game already, it shows up as a small pip to the bottom right of the token
Is "there" but it doesn't appear to be functioning. When I alter the stamina on a creature, the health bar doesn't update - just stays 'full'
Oh ok I hadn't used it yet, I just saw it was there. I've only run once in a test combat, and I was tracking everything on paper
Tried it last night so can confirm.
Question do languages work?
I think so? In order to make them work, you need to add the language in the FG settings in the top right corner Gear > Settings
Then put the language in the character sheet, and the PC should be able to understand it if the Director types with that language.
Woo!
i have a new laptop, downloaded and installed fantasy grounds unity with my credentials and i don't see the campaign i set up, are those tied to the local drive i started the campaign on?
ok, thanks
is there a baseline module i can add to my campaign that has measurement tools and better pointer?
@mystic yarrow Good evening! We updated characters, and players had one minor request, if possible: Looks like they could use a little more space on the main tab. Is it possible to add an extra line to the skills/movement boxes? Here's a mockup of what I'm thinking: Skills (Red) - 5 Lines; Movement (Green) - 2 Lines; Immunities (Blue) - 2 lines; Weaknesses (Yellow) 1 Line; Unique Effects (Purple) - 1 or 2 Lines
Is there enough room for all of those?
Also, Encounter builder works great!
I did set the minions to their EV/8 to it works out
Much appreciated! We're playing here in an hour, so if we think of anything I'll let you know
Is there a way for players to remove conditions from themselves?
Not that I've seen, though it would be a nice bonus
le shame, but understood!
One other idea I thought of , not sure if its doable - but I know in the 5E system, DM's could use the party sheet to do secret rolls for all active PC's (so like force a group perception test). Is that something that's a) possible for this and b) easy. Its not too hard to do it manually when I'm making secret tests for players, but just curious if a 1-click option is possible?
@mystic yarrow So, trying to load FG with the draw steel ruleset, and it seems to be hanging on start. Might be a bit of a bug π¬
A new campaign was able to load; going to try one more time here...
Yeah, stuck on this loading page π
Luckily, no rush needed on my part - no other game till next week at the earliest π . Hopefully its just a minor issue and maybe it'll work itself out
So, looks like I'm still getting an error:
that said, I'm having some internet issues also right now I realize, so I'll try again tomorrow π
Ok. If someone else can test too, that'd be good, I'm having some issues so I'm not the best test case atm
Ahah! Yes, its looking like it works now:
Though, I'm realizing now that layout wise, since the boxes on the right will resize based on overall window size, I wonder if swapping the left and right columns might be better? Skills can accrue faster, but movement and immunities won't change especially much; and Unique effects can vary widely.
Are you willing to make any more changes, or are you set to take a break from further edits for awhile?
Well, if its not to much more additional work. I'm thinking the following layout would work better.
Blue (Movement) - 2 lines; Orange (Immunity) - 1 line; Green (Weakness) - 1 line; Magenta (Skills); 6 lines; Purple (Unique Effects) - 1 Line
My justification, if it helps is: Skills vary wildly per character, so putting it on the right allows players to adjust the size to fit it. By having at least 5 lines, you can dedicate at least one line per skill group; which players said was useful to organize; 6 lines is a buffer as some classes might have enough skills for one group to overlap.
Unique effects we found are also nice to include the basic info about how your class generates its resource, so having enough space to write out that effect without scrolling was important.
Fwiw, we're definitly at the tail end of 'finding things to fix', so its a small thing but if it 'could' be adjusted, it seems it would be a bit smoother. If anyone else has another opinion, I'd love to hear
Are there plans to make a module with the content from the backer packet? Or does that exist and I'm not seeing it?
Not sure if I'm missing something, but is there a way to link current stamina to the health bar? I'm not seeing the bar move when a player's stamina changes
Hi! Wanted to stop by and say there's been a big FG update which has unfortuantely broken a lot of the visuals when using this ruleset (i.e can no longer see targeting distances or movement distances). This ruleset is wonderful and my group uses it all the time for all our games - so, first a big thank you for making it! - but also we're wondering if there are any plans on updating it to make it compatible with the FG update ?
Awesome, thank u so much!
I was just about to say - but someone else beat me to it. We're having a great time with our group and the extension also. Thank you so much!
Just a short update - after some retesting - I think this problem is minor; but worth mentioning - power rolls for NPC's seem to be linked to the chat bubble rather than the monster card that they are clicked on:
The second roll that says Angulotl Wave was when I clicked roll on a Different NPC (pollywog) but doens't appear linked.
Also, minor - but for some reason the text is all black - and hard to read? I don't have any themes on but still getting this issue:
And then the new context menu are very small - but this appears to be different than in other rulesets? Left is DS extension - and right is a stock D&D 5e theme. I don't know if this is a new default for them, or something extra - but the former is harder to use.
Yeah, same boat there
I can say I was able to use the system last night with not too many issues. The main thing is the combat tracker didn't update stamina from the sheets; so I would have to manually check each PC's sheet
Oooh
Ok, I must have been hallucinating then - it was a pretty stressful (in a good way) game π .
Is there a way to add their max stamina into the CT?
Ooh, that's a good point. I will see about backing stuff up then before the update
@mystic yarrow Ok, timing worked out well, because I just got done with some chores actually. I've got some feedback for you!
In the good news department - context menu works, and draw arrow is working!
Ok. I got a couple bugs, but let me try out that new version with the link, I can confirm if they are still there
5 min
@mystic yarrow Bug 1: Upon load - looks like the character name plates in the characcter selection AND main display are not displaying back lighting and/or in black text, not contrasting white (therefore hard to read) -
Also, I'm getting an error whenever I move a token:
The error appears to be when I Select token > Then Move (with mouse)
When I remove character from CT, and readd - error persists
Using arrows to move token ALSO trigger error log
I should say - doesn't appear to PREVENT these actions - just loggin as an error; so I could ignore errors likely
Power rolls appear to work it seems - There's some inconsistance where it'll show the character on the characteristic power roll, but shows (GM) when I do ability rolls.
And, looks like all ability rolls with edges/banes seem to work. There is a wierd interaction where if you do just an edge and bane, it'll apply a bane (rather than cancel), but nothing inhibiting play
Oh, in the interest of small enhancements - Could we add a box under Speed for Disengage distance?
@mystic yarrow Ok, I think that's everything I can think of at the moment. I'll let you work - but a few annoying things, but main thing looks to be display text. Best of luck with πͺ² hunting!
Happy to help!
I will say, after a few games now - that there is one feature request I think I have that would be awesome if its feasible - the power rolls for the PC's are working great - but for NPC's, I often have to tab back and forth between the roll button on their stat block, and their ability tab. I would say if you could make a power roll block for each NPC ability that could have the tier results entered - that would be amazing.
Barring that - the back up would be - have room for text on the main tab so that the ENTIRE statblock is on one page - in order to avoid having to toggle between them.
Orange: Option 1; Blue: Option 2
Also, an alternate test - but I've since imported a lot of NPC stat blocks - so for ANYONE else; you may find this useful:
I've so far imported: Angulotls, Bugbears, 1st Echelon Demons, Gnolls, Goblins, Humans, Radenwights, Some Rivals, Werewolf, and War Dogs
I'll update this again as I add more π
And here are tokens for them
Yes, - so right now, in order to roll a power roll for an NPC, I need to click the 'roll' die on the main tab. However - once I roll, I THEN need to go to the next tab to look at the notes i've entered for those monsters to see the results.
If I can have some way to reduce the tab, and either have the roll output the tier result - or at least have the button that rolls the power roll on the same tab that has the abilities details so I can reference - that would be a huge help.
Does that make more sense?
Oh! My apologies. Yes, so - when I double click a Characteristic roll, it seems it will out put the result with a Tag of the character. However, when I click any ability power roll on a character sheet (or any NPC for that matter), it will just say GM (or whatever Active Voice) the GM has - rather than the source of the roll
Haha! that's true...I can't say for sure, but at least after the last FG update I know that
What awesome timing, I have a session tonight ! Thank you so much for all your hard work!!
This is also amazing, going to be such a time saver, thank you for sharing! π
Display looks good - but I'm still getting error for moving tokens:
appreciate you working with me; I'm a bad tester π
That being said, I'm in .081, and after reload - still getting that error π€
Hmmm. ok. Anything I can try to see if I can isolate the issue?
I cleared all items in the CT, and re applied them to the map. still error
Oh interesting...Its on that one map?
but not on others
hold on - might have something here
Ooh! Ok - its giving me the error when I MAXIMIZE an image for a map
super wierd - but when i first load it - no error, but if I increase size to fill the back space, then tokens give the error
Fantasy Grounds Unity Draw Steel Ruleset
Just getting to this! Looks like token error issue is all gone! Thanks @mystic yarrow
Looking good! I presume the goal will be to have a power roll die for each line! This looks SUPER useful on my end
π±
Off the top of my head, a way to track triggered actions (keeping even the button) would be good
the harder thing I don't know how to solve is if you could make minion squads - but that might be beyond FG at this time
I mean, if you could have ONE monster entry - but have it link to multiple tokens - that could be useful. Since FG isn't tracking damage or effects right now for DS - I wonder if you could assign multiple tokens to a single 'monster' that share a health pool. That way - you'd hover over a name and it would say what SQUAD its in - and then you just delete tokens as you tick down the squad threshold
But - I don't know if that's worth the effort, even IF possible.
That's totally fine - I had to ask just in case, but no biggie. Even having what we have now works wonders so I'm happy enough for that.
One thing I see on the NPCs is that there isn't a spot for the distance on an ability.
good catch
I'm also noticing something odd-- when trying to edit the name/unidentified name of a monster that's previously been a locked entry, the fields aren't editable.
Hi all! I just recently found this and am very excited to try it out. I got the ruleset for FG going but was wondering if anyone had any suggestions on additional modules or similar that I should look to grab?
Just a short update, but I'm getting this error whenever I open the Images section:
Bestiary mod for those interested
Previous mod had several errors. Wouldn't be surprised if there were more.
Has anyone been able to edit a token on a monster/npc once they've been created? When I click on the lock to allow for edits, the field for token doesn't appear so I can't add one.
I can't change the name either
Even that didn't work. And the custom ones I make I can't edit them once they've been created.
No rush, it's not that big a deal and, as you noted, I can always change things in the CT in the meantime
I'm assuming this is due to the WIP combat tracker, but I was not seeing conditions show up on tokens when playing this past weekend.
I feel this π
Great work! My game's on hiatus until the game is officially out, but I feel like now is a great time to port over all the characters/enemies that I plan to use from my hodge-podge setup
Looks awesome! Unfortunately, it does seem like the update made it so players don't see the group divisions at the bottom anymore π
My director (@final sinew) says it looks fine on their end, for me it currently looks like the top box is working as intended but the bottom two arent present
haha, ill double check
Working now!
thanks so much for working on this ruleset, it's been really useful
Hi! My group is playing this evening and while I've had no bugs (GM), and neither has @plucky bison (player), apparently my other players are having issues. They can't see the sidebar at all (image attached), clicking the top drop down button does nothing, and clicking the bottom minimize button throws errors (attached). I have confirmed that we all have definitely updated, restarted FG, and I've also tried closing and reopening the session completely to no avail
The stamina field on character sheets is also really buggy atm, changing it is very flickery and hard to stick. This purely affects the Current stamina field, none of the others
People said they updated, so not sure why they didn't get the updated data! I'll let them know, though. I'll try to send a video of the stamina in a bit
I'll do my best to provide that :)
Thanks again for all the work on this!
No video just yet, but I have opened up the console and learned that I am getting this warning sent repeatedly, dozens of times per second. Considering the data value listed, I would have to assume it's the reason for the bug.
player, I was just about to ask the host to try changing it, I'll let you know
I'd probably need to have the host restart the session to check when it starts exactly (in the middle of a session so I'd have to ask during break), but I can tell you that it seems to never end after a client tries to modify the current stamina value on their sheet (the value also changes/flickers indefinitely as well, again I'll try to get a video of that)
The host modifying an already glitched current stamina doesn't impact it, and a client who currently isn't having that issue could modify their stamina and so could the host
The host does not get that warning, also
Of course, happy to help!
ah, interesting! Well, glad to be able to test that for you :)
Big fan! It's useful to have a section for that stuff both for organization and the convenience of rolls :) A player actually commented on that last time because they liked it!
lmao, hey if it works it works!
I'm probably just dumb but when I open FG up and load your Draw Steel, there isn't anything in the abilities, ancestries, careers, classes, and kits. What am I doing wrong?
There hasn't been any modules created with those things. You can make them for yourself though, and maybe we can get the community involved in making one since the text of the game is likely going to be open for use.
Thanks for the heads up! This is fantastic stuff
Awesome! Thanks for the update and the work. Super excited to play draw steel on FG and introduce it to my group.
(hi π)
Is there a way to add more skills than the allotted 11 slots on the skills tab? I have characters in my game with more skills than that.
It would also be useful if the skills were just listed by group and you could check a box if you have it rather than have to type out each one.
Totally get it being tricky from a design perspective. The most important part is being able to quickly tell what group a skill is in. I think of the Insurgent Tactician for example being able to help their allies with Intrigue skills.
Skills tab looks great!
Are you planning on creating the Monster and/or the Delian Tomb adventure?
Ok, I can probably create the mod if you create the monsters. When do you think you'll have the monsters done?
I thought I remembered the tier of a roll being displayed before, but nothing pops up when I make a roll with a monster. Did something change or am I misremembering?
Noticed while making a character under the current ruleset that for players, it doesn't seem to calculate our Main Stat to the Power Roll.
Only showing the raw roll.
Also, the NPCs are always visible in the combat tracker even if they're set to hidden
It seems like heroic resources are spent the moment you pick up the dice to roll, rather than when you actually roll?
Another couple of bugs I've just found:
- Monsters of size greater than 1 don't show up as their proper size when dropped on the map.
- Adjusting the height of a token (alt-scroll) shows a set of ellipses on the token but no number.
We had a session last night and it was generally excellent. Apart from the things noted recently, the only other thing I and my players noted was that we couldn't drop the effects from the menu onto anyone. Players could click them, but no more. We also couldn't add custom effects.
On the topic of effects, there didn't seem to be a way to easily differentiate EoT and SE effects. This would be extremely useful (and pipe dream, it would be cool if EoTs disappeared when a combatant marks their turn, and a SE would automatically roll on the same).
Really love the ruleset 
How do I get the monster you've already created?
We are getting error messages trying to get the players power rolls on signature abilities and abilities to work
I don't see a "Monsters for Draw Steel" or something like that
The monsters I have put in roll their ability correctly but I don't have a + [R] (or [A] or [M]) I have tried changing the players abilities to just showing 4,6,8 damage and not the + [R] and it still gives the error
No rush for me, we probably won't be on it again for over a week. Also I don't know if this is just not implemented yet or there's a reason, but the combat tracker doesn't show player or monster health. I was tracking monster health by opening each monster card and had every character sheet open too. I wanted to make the monster health public due to the tactical nature and use of surges I sort of view Draw Steel like Gloomhaven where it is very important to know how much health everything has left.
Awesome! Unfortunately I'm not seeing it. Can you post the link like you did with the others?
I'm not getting the error when clicking the power dice on abilities. Thanks!
Is it intended that you should be able to drop the power roll on a monster and it will put the damage on them as well?
What about the combat tracker showing health for Heroes or Monsters?
Did Monsters get approved and made available yet?
awesome, thanks!
Is there a button or easy way to add surges to power rolls/damage?
Is there supposed to be an NPC's option in the World section? would appreciate it. the work around at the moment is to put NPCs in the Locations section but it is kinda weird.
since it's on the to do list / bug list, may I petition to prioritise sorting out the initiative not working for Heroes. putting an effect on, and then not being able to remove it is kinda painful
(unless there's another way to remove effects outside of the combat tracker, I am quite new to FG so that might be a me issue)
How are you wanting to use the NPCs in this new section? I've used both locations and story to make note of various NPCs. In most other FG rulesets (at least the ones I've used) the NPC menu contains things with stat blocks.
So, I've come from Roll20 where I just make a generic handout, and that handout is whatever you make it. and then I can make and name folders so players can find things in the appropriately named folders. so the individual handout is the focus. which is helpful to me, especially when some NPCs don't have a fixed location
(the handout picture might be a bit small, had to zoom out to fit it all on)
Recently, I've been looking into the books feature for FG. You can create a book (its ultimately a collection of "Story" entries). You can add pictures and formatting to the story elements. You can create chapters or subchapters to organize. You can share individual story entries or the entire book with the group. You can also export the book so others can load directly, or if you want to share between your campaigns.
I'll have a look at that then. Thank you very much