Apr 10, 2015 Found this link posted on the Dungeons & Dragons Facebook page today. I've never used Fantasy Grounds (didn't even know it existed) and most of the comments on the FB post are about how it's too expensive and Roll20 is better. My guess is this is their replacement for the Morningstar project after they cut their losses with that. I don't do virtual table top gaming but if I did I'd be real. Aug 10, 2009 Based on what the new D&D Game Day site is telling us to expect for DMG release day, i think there is a few other tools were going to see in the builder. Shortly after the screenshot for Adventure Tools game out, i remember having a chat with newbieDM & KalAgrim about what. After messing about on the Demo with a couple friends. I'm sold on the functionality of the game. But I have a couple of questions. Through a good bit of hunting around (and a lot of amazon.com) I own every D&D3.5E rule book. I see in the Demo it comes with 3.5E Core Rules which looks to be just the PHB, and it doesn't seem to include actual rules for combat maneuvers like grapple, fainting. Next time I start a group I’d ask all my players to answer the questions on page 34 of the dmg to get a feel of what game style they want to play? It also reflects their “intensity” or deep interest in mechanics. (TLDR Listed below to save you guys the time of looking it up). Action movie vs.
Hi Guys,
We are actually playing the UltraModern 5E in Fatasy Grounds, and is full of new weapon properties that I wuold like to automate on weapons, but i need your help for some of them:
Super Heavy:
You suffer disadvantage on attack rolls with the weapon.
If your Strength is less than 18, you are knocked prone.
Armor Piercing:
If an opponent has immunity to the weapon’s damage type, the opponent has only resistance to that weapon instead of immunity.
Autofire Attack:
It's uses 5 or 10 rounds of ammunition instead of 1.
Explosive:
Explosive attacks inflict bludgeoning damage, and also deal extra damage to creatures vulnerable to fire as if they dealt that damage type.
If you hit the intended target with an explosive attack, roll all damage dice twice and take the higher values.
Laser
Laser weapons deal fire damage.
If you hit with a laser, you gain a +1 bonus to your next attack roll against the same target.
This is lost if you don’t fire at the same target or if you miss.
If you roll a critical hit, the target is blinded until the beginning of your next turn.
Magnetic
If you roll a critical hit with a magnetic weapon, you inflict additional damage equal to twice the weapon’s tech level.
Mastercraft
A mastercraft weapon deals +1 damage if any of its damage dice result in a maximum result.
Nuclear
Nuclear weapons inflict force damage, and also deal additional damage to creatures vulnerable to necrotic as if they dealt that damage type.
If you hit with a nuclear weapon, every subsequent hit on the same target gains a +1 bonus to damage.
This is cumulative up to the weapon’s tech level and is lost if you don’t hit that same target before the end of your next turn.
If you roll a critical hit, the target is poisoned until the beginning of your next turn.
Pincher
Pincher weapons inflict lightning damage.
If you roll a critical hit on the attack roll and the target is not immune or resistant to lightning damage, the target takes additional damage equal to twice the weapon’s tech level,
and the target has disadvantage on ability checks and attack rolls until the beginning of your next turn.
Plasma
Plasma weapons inflict force damage, and also deal additional damage to targets vulnerable to fire as if they dealt that damage type.
Creatures immune to fire are only resistant to plasma weapons.
If you roll a critical hit with a plasma weapon, you inflict twice the tech level in additional damage on this turn, twice the tech level -1 on the beginning of your next turn, twice tech level -2 on the beginning of the following turn, and so on until 0.
Directed Energy: As many times a day as the weapon’s tech level, you can attempt a directed energy attack—make a single attack, firing a single shot, as an action.
On a hit, roll all damage dice twice and take the higher result, add all relevant modifiers as normal, and add twice the weapon’s tech level.
Each creature within 5 feet of the hit target also suffers damage equal to twice the weapon’s tech level. If you miss, the initial target suffers half damage with no area effect.
Shotgun
Shotguns do +3 damage if fired at targets within 10 feet.
At long range, they inflict half damage.
If you roll a critical hit, the target is knocked prone.
Sniper
Sniper weapons list a bonus.
If you are proficient with the weapon, you can use an action or bonus action to aim, gaining the bonus on your following ranged attack with the weapon against a creature at least 25 feet away. The bonus is lost if you move, are moved, or after you make a ranged attack with the weapon (whether you hit or not).
This bonus is cumulative for up to two actions.
Sonic
Sonic weapons inflict thunder damage, and also deal additional damage to targets vulnerable to bludgeoning as if they dealt that damage type.
If you roll a critical hit, the target is deafened for one minute.
Can you please help me to understand which one of thos properties can be automated, which one not and which one can be used with some workaround?
Many thanks!
Watch the Trailer. Your favorite RPG game systems are playable with FG. While you can play ANY game on Fantasy Grounds, these systems allow you to buy preloaded content that is ready to play.
Unless you’ve been living inside a portable hole you’ve already heard of Wizard of the Coast’s recent release of Adventure Tools. I am the current DM for Wimwick and Ameron and I have to say that the Monster Builder – even in beta form – is a godsend. Sure the beta has its bugs and missing features but it has already saved me hours of prep time. But that isn’t the point of this article. If you want to hear more about the Monster Builder then search the RPGBlogger community for the many informative Monster Builder reviews out there. What I’d like to do here is take a guess (make a wish?) as to what the other lenses of the Adventure Tool main screen will lead us to.
Encounter Builder
To me this is a no-brainer. The current DDI Bonus Tool known as the Encounter Builder is very limited in its practical uses. What we need is a way to build an appropriate level encounter by simply selecting the monsters and produce a sheet or electronic page containing all the data required to run the encounter. Currently I do this myself by copying JPEGs of each creature’s stat block into Microsoft Word and then print the sheet out for the game night. It works but it is time consuming.
If they really wanted to impress us they’d add functionality for tracking the monsters HP and power usage as the encounter unfolds. Save the trees and the ink man!
Item/Treasure Parcel Builder
![Critical Critical](/uploads/1/2/6/0/126067864/159098890.jpg)
Take the Monster Builder and tweak it so we can edit or create new items and then add them to a nicely formatted list of treasure parcels for the current level of your game. Add a way to filter random treasure based on the current party makeup and you’d have a real winner.
Skill Challenge Builder
Not much of a database to choose from on this one. However I’d put this on my wish list simply to have a way to develop and nicely format a skill challenge for the appropriate level. I envision a way of choosing the difficulty of the skill challenge, the primary and secondary skills you wish to use and then simply type in the appropriate descriptions for each. I know Ameron and Wimwick seem to whip up Skill Challenges on the fly but for me personally they remain the bane of my DMing life. Anything that would help in their development gets two thumbs up in my book.
Map Builder
When DDI was first announced the one thing that had me hooked was the Game Table. Gaming in 3D? Bring it on! Of course I’ve all but given up on that hope so that brings me back to this little wish: give us a way to electronic create maps based on any of the Dungeon Tiles available. Allow us to add token locations and notes about the map. Then when it is done let us produce a list of tiles required or export the electronic image. (I highly doubt that last part will happen but it’s a wish list so what the heck.)
Other lenses I’d like to add
NPC Builder
Yes, you read that correctly. I’d like an NPC Builder. And I don’t just mean rehashing the info in the DMG. I want a way of keeping track of their motivations and interactions within the gaming world.
Initiative and Condition Tracker
I’d love to see a tie in to the encounter builder that allowed the DM to quickly track initiative and conditions. Load up the particulars from your party’s character builder files and add that encounter you built with the encounter builder and you’ve just taken a crap load of tracking overhead out of the game. I know there are lots of user created methods out there for this (including our own Condition Tracker) but I like all my tools in one toolbox so to speak.
Campaign Tracker
A solid application that would let a DM put all the other tools together to keep track of the campaign. From overall campaign arcs to the minutia of NPC interaction and treasure locations. A sort of Wiki allowing links to maps, encounters and – gasp! – PC character builder files.
Final Thoughts
Aside from the seemingly crazy development time it has taken to get us the Character Builder and the Monster Builder beta I have to say that I am pretty happy with the direction they are going and the quality they are producing. I’m looking forward to what they come up with next. What sort of apps would you like to see?