Sleeper Island -- Moving your character from game to game in Fantasy Grounds
You've played in your first Fantasy Grounds game, and you'd like to take that character and use it in another DM's campaign. This is a multi-step process.
1) When you've finished playing your game, and possibly updating your character, return to the loading screen. You can accomplish this by right clicking on the FG background (not the chat window or other buttons). This brings up an exit option. After selecting that option, you have the choice to exit game or return to the loading screen -- click on the left arrow option.
2) Choose the "Manage Characters" option. There should be a campaign listed in the window to the right of the button that you clicked. Choose it. Click on "Start."
In the future that window will get full of many different campaigns -- too many. Personally, about every 10 games or so, I use the windows file manager to find the Fantasy Grounds\cache directory and while FG is not running, I delete that directory. That gets rid of most of the campaigns from ages past.
3) Select the "PC" button and look at the PCs. Notice that some of them are "Local" and some of them are "Server." Any local character can be uploaded to any new campaign you join. Server characters can't. So we need to export the server character to a directory, and then import that file as a local character. The character is stored as a file in the *.xml file format. If we then have two local versions of the same character, we should rename the old one so that we will know which one to choose.
You may need to start with the "edit" round button. That will make the "new," "delete," "upload," and "download" buttons appear.
If you need to do this to multiple characters on multiple campaigns, you'll return to launcher, manage characters and choose the next campaign to continue.
I've found that I should import all of the characters that I'm going to import *before* deleting old characters. Sometimes when you import a character, if you've recently deleted a character, some of the characteristics of your deleted character merge with your imported character. If you find that you'd deleted a character and want to import one, I'd exit FG first, and then restart the program before importing the *.xml file.
A note on version control. Some people are gamblers..they resave their new character sheet to the same name as their old character sheet. I risk averse, and so I save every *.xml with a different file name. Yukitaro, then Yukitaro1b, then Yukitaro2, then Yukitaro2b -- where the number is the level of the character, and a,b,c is just my way of figuring out which one came first without looking at the time stamp. This way, if your character sheet becomes fubar, you can go back one version and fix it from there.
4) Every so often, you may want to print out your character sheets. When you do, go to ALOnlinetools.net and click on that big "Character Sheet from Fantasy Grounds XML" button. If you don't want to waste paper, you can print to a *.pdf.
Adventurers League Online Play
Sunday, March 4, 2018
Thursday, April 6, 2017
Fantasy Grounds Prepared Spells Combat Mode Glitch Fix.
tl;dr: The thing you must do to get the Prepared Spells Combat Mode to work properly is to fill in the number of spells that you're allowed to prepare in the Power Group - Spells pop-up box.
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Long time no post. I'm not trying to create a web presence for myself, I just post stuff when I think it might help others.
One of the things I love about Fantasy Grounds is how on the Actions tab, when you go into Combat Mode all of your spellcaster's non-prepared spells disappear so you can focus on the spells you do have prepared. This is not particularly useful for Bards and Arcane Tricksters who can only change out a spell or two per level, but is incredibly useful for Wizards, Druids, Clerics, and other casters who can change their prepared spells each long rest.
A couple of weeks ago, I was playing with a Cleric who was not getting this functionality, and I talked him through the process *very slowly* and still wasn't getting it to work -- that happens sometimes, and I made the wrong inference that this particular player wasn't good at listening to instructions.
Today I was experiencing the same difficulty on one of *my* clerics -- and all of the things I told the other cleric wasn't working. So I spent quite a bit of time fiddling with stuff and discovered how to fix it. Detailed instructions follow:
1) Click on the magnifying glass for one of your spells dividers (it can be cantrips or Level 3, whatever). The Power Group - Spells pop-up will appear.
2) In the power group, enter the number of spells you are allowed to prepare in the "Prepared" box.
3) Enjoy combat free of the distraction of all the spells that you *can* prepare but didn't prepare today.
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Long time no post. I'm not trying to create a web presence for myself, I just post stuff when I think it might help others.
One of the things I love about Fantasy Grounds is how on the Actions tab, when you go into Combat Mode all of your spellcaster's non-prepared spells disappear so you can focus on the spells you do have prepared. This is not particularly useful for Bards and Arcane Tricksters who can only change out a spell or two per level, but is incredibly useful for Wizards, Druids, Clerics, and other casters who can change their prepared spells each long rest.
A couple of weeks ago, I was playing with a Cleric who was not getting this functionality, and I talked him through the process *very slowly* and still wasn't getting it to work -- that happens sometimes, and I made the wrong inference that this particular player wasn't good at listening to instructions.
Today I was experiencing the same difficulty on one of *my* clerics -- and all of the things I told the other cleric wasn't working. So I spent quite a bit of time fiddling with stuff and discovered how to fix it. Detailed instructions follow:
1) Click on the magnifying glass for one of your spells dividers (it can be cantrips or Level 3, whatever). The Power Group - Spells pop-up will appear.
2) In the power group, enter the number of spells you are allowed to prepare in the "Prepared" box.
3) Enjoy combat free of the distraction of all the spells that you *can* prepare but didn't prepare today.
Tuesday, September 20, 2016
Update to Conceptual Guide to Online AL Play
A conceptual framework for someone new to D&D online play.
Often I see someone who is interested in playing Adventurers League D&D 5e games online.
If you want to play Adventurers League D&D 5e Online, this post should get you started.
If you want to play Adventurers League D&D 5e Online, this post should get you started.
First, D&D 5e.
To begin, you will want to get and read the basic rules, which are free. Get them here:
Eventually, you will want to purchase the 5e Players Handbook (PHB). Get a copy from a Friendly Local Game Store (FLGS), or Amazon.
Second, Adventurers League. (AL)
You will want to download and the Adventurers League Players Guide (ALPG). Get it here:
You *might* want to join the many different Facebook and Google+ groups that discuss AL topics. I'm not going to post the names of all of them -- that might be a post of its own.
Third Online.
I updated this in September of 2016, so if it's a long time since then, YMMVAdventures League Online play consists of a network of rules, customs, software platforms, and an amazing number of amazing DMs who make use of this network to deliver a satisfying game experience to you.
The parts that we'll deal with are:
The ALOnlinetools.net website that coordinates many DMs with (3 to 7)*many players. The tools site has many other features, but the DM/player coordination is its reason for existence. The site itself is created and maintained by David Williamson who is not getting any money for his work on the site. If I were paying $5/month to have access to the site, I'd be disgruntled by its many quirks. Since I get to benefit from the site for free -- I'm quite gruntled. The games are reserved quite often far in advance, and people should drop their reservations when they know they won't be able to make it, but frequently don't. I'd guess that when you're listed as an Alternate, you have a better than 50% chance of being seated. When you sign up for a game, each DM does things differently -- so read what they say.
The Voice Platform: Commonly used voice platforms are Teamspeak and Skype, less frequently used are Google Hangouts and Discord. The DM chooses the voice platform (and the software platform) and you need to be able to communicate via voice in addition to text chat (with very few exceptions, DMs will not allow you to play using only text chat). I'm not going to get into the details of setting up all of the various voice platforms here. If you're just starting out, you might choose your first game to match a voice platform that you're familiar with.
The Software Platform: Commonly used software platforms are Fantasy Grounds and Roll20. In general Fantasy Grounds DMs prefer Teamspeak and Roll20 DMs prefer Skype, but there are exceptions. Both platforms allow you to play for free, with catches. In Fantasy Grounds, you can play for free if the DM has purchased the Ultimate License. In Roll20 you can play for free. As a new player, you should try one game in each system before deciding which you want to focus on.
Also, even if you have a Tier 2 or Tier 3 character -- don't use it -- start online with a new Level 1 character. This is because people are much more tolerant of (even celebration of) new people in the Tier 1 games, but expect you to have some proficiency with the rules, voice platform, and software platform in Tier 2 or Tier 3 games. After you feel comfortable playing, you can import your AL legal character from other games into a software platform.
Things to keep in mind:
In Fantasy Grounds, you can create your character on anybody's server -- find a game that is going to begin in a half-hour join the server and work on your character. When the DM comes on ask if you can keep working on your character, and if not, exit and save the work you've done so far.
In Roll20, you can create a character on your own campaign, and use the Character Vault to move your character to a new campaign once you get invited. I may create a blog post in the future to describe this process. It might be easier to get an invite to the campaign you want to play in first, and create your character in that campaign.
In general, the community is very supportive of people who are new to the software, and even new to D&D in the Tier 1 adventures for characters between level 1 and level 4.
So:
1) Get a Level 1 character.
2) Download the Voice platforms your DMs will use.
3) Download Fantasy Grounds, and set up a Roll 20 account
4) Sign up for a game, e-mail the DM to let them know it's going to be your first game.
Other things to keep in mind.
You can play D&D using these platforms that is not AL legal. Roll20 and Fantasy Ground (forums) are full of those games. You can even play other non D&D games using these platforms.
You can play AL legal D&D face to face. You might want to see if you have a local FLGS (Friendly Local Game Store) in your community. You can even play AL legal D&D at home.
Friday, September 2, 2016
Sunday, August 14, 2016
Darn, I made a mistake!
We all make mistakes. Even your DM makes mistakes. So, first things first.
1) Don't beat yourself up about it.
2) If possible, clean up your mess.
Lets talk about some types of mistakes you might make, that *I've* repeatedly made. My suggestions about how to deal with mistakes are how *most* DMs would rather they were handled. If your DM wants to do it differently, she's the boss.
A) I clicked an attack roll, or double clicked an attack roll, or triple clicked an attack roll.
Fix: if you weren't supposed to make any attack, everyone ignores your roll. If you were supposed to roll once but you rolled twice (or more) the first roll is counted and the later rolls are ignored.
B) I clicked "Performance" instead of "Perception" or "Stealth" instead of "Survival."
Fix: DMs are split on this, some want you to roll the right check, others take your d20 and change the modifier. Ask before you re-roll.
C) I rolled an attack roll, but the creature wasn't targeted.
Fix: Drag your die roll on top of the creature in the combat tracker, read the result to see if you hit
D) I rolled the damage dice even though I didn't hit the creature.
Fix: Hold down the Ctrl key, and drag the damage on top of the creature in the combat tracker. Creature healed.
E) I didn't click on the +2 or -5 modifier before I rolled the attack.
Fix: Click the modifier, and drag your die roll on top of the creature in the combat tracker, read the result to see if you still hit.
F) I didn't click on the ADV or DIS modifier before I rolled the attack
Fix: Roll again, if you had advantage a hit either time will be a hit, if you had disadvantage a miss either time will miss. Roll again even if you hit the first time unless you crit on your first attack, cause you might crit on your second one.
G) I rolled damage but didn't add my Sneak Attack/Hunter's Mark/Colossus Slayer effect
Fix: As far as I can tell, you can't do this one on your own. Roll the additional dice, and inform the DM of the additional Damage, and tell her the damage type (piercing, non-magical). She'll have to clean up your mess.
H) I rolled a critical hit, but the creature wasn't targeted. Now if I target the creature and roll damage, it will only do regular damage, not critical damage.
Fix: After targeting the creature, hold shift while you roll damage -- it will auto-crit.
I) I added an effect to myself (or others) when I shouldn't have, or I added it multiple times, and it should only be listed once.
Fix: For most DMs you will have to ask the DM to remove the effect for you. However, if your DM has the Remove Effect Tag Extension loaded, then you can remove the effect yourself. How this extension works is that you create a new effect that is identical to the one you placed except at the very beginning you type "REMOVE: " see my example below:
Do you have other or better ways of fixing mistakes? If you let me know I'll add them to this list with credit unless you ask to be anonymous.
1) Don't beat yourself up about it.
2) If possible, clean up your mess.
Lets talk about some types of mistakes you might make, that *I've* repeatedly made. My suggestions about how to deal with mistakes are how *most* DMs would rather they were handled. If your DM wants to do it differently, she's the boss.
A) I clicked an attack roll, or double clicked an attack roll, or triple clicked an attack roll.
Fix: if you weren't supposed to make any attack, everyone ignores your roll. If you were supposed to roll once but you rolled twice (or more) the first roll is counted and the later rolls are ignored.
B) I clicked "Performance" instead of "Perception" or "Stealth" instead of "Survival."
Fix: DMs are split on this, some want you to roll the right check, others take your d20 and change the modifier. Ask before you re-roll.
C) I rolled an attack roll, but the creature wasn't targeted.
Fix: Drag your die roll on top of the creature in the combat tracker, read the result to see if you hit
D) I rolled the damage dice even though I didn't hit the creature.
Fix: Hold down the Ctrl key, and drag the damage on top of the creature in the combat tracker. Creature healed.
E) I didn't click on the +2 or -5 modifier before I rolled the attack.
Fix: Click the modifier, and drag your die roll on top of the creature in the combat tracker, read the result to see if you still hit.
F) I didn't click on the ADV or DIS modifier before I rolled the attack
Fix: Roll again, if you had advantage a hit either time will be a hit, if you had disadvantage a miss either time will miss. Roll again even if you hit the first time unless you crit on your first attack, cause you might crit on your second one.
G) I rolled damage but didn't add my Sneak Attack/Hunter's Mark/Colossus Slayer effect
Fix: As far as I can tell, you can't do this one on your own. Roll the additional dice, and inform the DM of the additional Damage, and tell her the damage type (piercing, non-magical). She'll have to clean up your mess.
H) I rolled a critical hit, but the creature wasn't targeted. Now if I target the creature and roll damage, it will only do regular damage, not critical damage.
Fix: After targeting the creature, hold shift while you roll damage -- it will auto-crit.
I) I added an effect to myself (or others) when I shouldn't have, or I added it multiple times, and it should only be listed once.
Fix: For most DMs you will have to ask the DM to remove the effect for you. However, if your DM has the Remove Effect Tag Extension loaded, then you can remove the effect yourself. How this extension works is that you create a new effect that is identical to the one you placed except at the very beginning you type "REMOVE: " see my example below:
Do you have other or better ways of fixing mistakes? If you let me know I'll add them to this list with credit unless you ask to be anonymous.
Effects in Fantasy Grounds: An introduction and some advice.
So you've played a game or two of D&D 5e on Fantasy Grounds. You've clicked on all of the UI buttons, and see what they do. You know how to open up the Calendar, change the color of your Dice, how to drop dice in the Dice Tower (unless your DM doesn't use a dice tower). You can find a map that was shared and you closed. You know how to drag and drop inventory items from the Party Sheet Inventory tab to your Character Sheet Inventory tab. You know how to roll initiative, ability checks, attacks, and damage dice for weapon attacks.
The list of things above are things a bright person can pick up with some experimentation and some free time. You're playing D&D, you're a bright person. If you don't know how to do these things, spend some free time and experiment.
But there is the whole effect thing. This is something that non-programmers will not pick up by experimenting. If you *are* a programmer, then check out: http://www.fantasygrounds.com/wiki/index.php/5E_Effects
For the rest of us mere mortals, recognize that this will be a long process. I've been playing in FG for almost a year, and there are still lots of things that I don't know about effects.
If you're not really a spell caster, you might be able to do with very few effects. And most of the spell effects will automatically populate.
Most of the class ability effects (and other awesome info) can be gotten from:
http://www.fantasygrounds.com/forums/showthread.php?27296-Guides-videos-and-other-helpful-information
So for example if you've got a Barbarian, and want a rage effect, you can go to the "A Barbarian" page, download the *.xml file and drag and drop from the "A Barbarian" actions tab to your character's actions tab. Be sure that you read the original post because even more important than the effect is information about what abilities and traits *can't* be automated in FG. That will save you a lot of hair pulling. Also note that you'll probably have to adjust most of the effects because they're set up for a Level 20 character, not a Level 1-3 character.
But if you're a Ranger with Hunter's Mark or a Rogue with Sneak Attack damage or a Great Weapon Master/Sharpshooter feat person. I suggest that you *don't* create effects. Instead create separate Weapons for each of the things you'll be trying to do. Here is an Example:
This is from my Fighter6/Ranger2 with the Sharpshooter feat. I've created four separate weapon attacks instead of applying effects for the Sharpshooter feat and for my Hunter's Mark. Why did I do that? Because I can decide before shooting which situation I'm in, and then just roll the Attack, and if it hits, the damage. When I had effects, I would make an effect mistake about 33% of the time, and when I would it would mean that the DM would have to remove my bad effect, or adjust the damage. This setup makes mistakes much less likely. If you know about the Oathbow, then you know that once per day I can name someone my "Sworn Enemy" and do a *lot* more damage. I decided to keep my Sworn Enemy as an effect. I only use it rarely, and when I do, the fact that I'm using it is foremost in my mind, so having a Sworn Enemy effect doesn't create errors the way that Hunter's Mark or Sharpshooter effects would. It may be the case that creating all possible combinations of damage options is too unwieldy, but for the type of damage effects that are linked to weapon attacks that will occur almost every round -- creating separate weapons for each of them can create a smoother time for you on your round, and for your DM.
The list of things above are things a bright person can pick up with some experimentation and some free time. You're playing D&D, you're a bright person. If you don't know how to do these things, spend some free time and experiment.
But there is the whole effect thing. This is something that non-programmers will not pick up by experimenting. If you *are* a programmer, then check out: http://www.fantasygrounds.com/wiki/index.php/5E_Effects
For the rest of us mere mortals, recognize that this will be a long process. I've been playing in FG for almost a year, and there are still lots of things that I don't know about effects.
If you're not really a spell caster, you might be able to do with very few effects. And most of the spell effects will automatically populate.
Most of the class ability effects (and other awesome info) can be gotten from:
http://www.fantasygrounds.com/forums/showthread.php?27296-Guides-videos-and-other-helpful-information
So for example if you've got a Barbarian, and want a rage effect, you can go to the "A Barbarian" page, download the *.xml file and drag and drop from the "A Barbarian" actions tab to your character's actions tab. Be sure that you read the original post because even more important than the effect is information about what abilities and traits *can't* be automated in FG. That will save you a lot of hair pulling. Also note that you'll probably have to adjust most of the effects because they're set up for a Level 20 character, not a Level 1-3 character.
But if you're a Ranger with Hunter's Mark or a Rogue with Sneak Attack damage or a Great Weapon Master/Sharpshooter feat person. I suggest that you *don't* create effects. Instead create separate Weapons for each of the things you'll be trying to do. Here is an Example:
This is from my Fighter6/Ranger2 with the Sharpshooter feat. I've created four separate weapon attacks instead of applying effects for the Sharpshooter feat and for my Hunter's Mark. Why did I do that? Because I can decide before shooting which situation I'm in, and then just roll the Attack, and if it hits, the damage. When I had effects, I would make an effect mistake about 33% of the time, and when I would it would mean that the DM would have to remove my bad effect, or adjust the damage. This setup makes mistakes much less likely. If you know about the Oathbow, then you know that once per day I can name someone my "Sworn Enemy" and do a *lot* more damage. I decided to keep my Sworn Enemy as an effect. I only use it rarely, and when I do, the fact that I'm using it is foremost in my mind, so having a Sworn Enemy effect doesn't create errors the way that Hunter's Mark or Sharpshooter effects would. It may be the case that creating all possible combinations of damage options is too unwieldy, but for the type of damage effects that are linked to weapon attacks that will occur almost every round -- creating separate weapons for each of them can create a smoother time for you on your round, and for your DM.
Wednesday, July 20, 2016
Why no blog posts about Roll20
If you're wondering why I'm blogging about Fantasy Grounds and not Roll20 it's because I've climbed the steep learning curve of Fantasy Grounds but not of Roll20. I play games as a player on Roll20, but I don't know enough about the behind the scenes things to provide useful info. Sorry. Just to be clear, Roll20 is a good way to play AL Online. I just don't know that much about it.
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