Fantasy Grounds Prep Less. Play More.
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Same quiz from http://easydamus.com, if you're the owner of that site your link to Basic d20 Advantages & Advancements is broken from the Custom Characters.html page.
I'll add my two cents on the Unidentified Title for images. My own practice has been, for a Reference Module, I will duplicate the regular title as the unidentified title as well. For a playable Adventure Module, I leave it blank because those items are not set to read-only. It's not my place as the DLC Developer to make an assumption for the author or artist — or for the GM for that matter — what it's "vague title" should be; I leave that to the GM just like Zacc does. For items, something like a named magical weapon I might just set the unidentified name to "longsword" or whatever the item is and leave it alone because there's no question what that item is. But art can be used differently and only the individual GM knows how she has set the scene for her players, and thus would use a more appropriate unidentified title for her players on that share.
Originally Posted by Zacchaeus It isn't an excuse; as I've said it's not something I'd even consider doing. I have a feeling that only images that are exported from FG can have a non-id name attached. In any other method the image is just imported into the module. I don't think anything can be attached to it during such an operation. All that happens is that the image is put into the folder for images within the module. However I've noted this on the list of things for Zeus to look at when he next updates par5e. I'm not sure I understand what you are saying. Though I don't think it matters because the capability is in FG to have non-id names for images in modules. How to get there for your modules is something really outside my purview (nor do I think anyone using the modules cares how it is achieved). Anyways, hope you find the thoughts useful, and hope everyone else finds the review enlightening as well. And would love to hear the thoughts of others on the review and the question of non-id names on images.
It isn't an excuse; as I've said it's not something I'd even consider doing. I have a feeling that only images that are exported from FG can have a non-id name attached. In any other method the image is just imported into the module. I don't think anything can be attached to it during such an operation. All that happens is that the image is put into the folder for images within the module. However I've noted this on the list of things for Zeus to look at when he next updates par5e.
I think re-considering adding the non-ID names is something you should think about. That an external tool (Par5E) doesn't do something that the FG client itself is capable of is not an excuse to not do something. Yes, thinking of and adding non-id names to hundreds of images is a PITA. But rather than the converter doing it once, you are asking a large number (the majority?) of DM's to each do it each time. It's done for items, imo, it should be done for images as well. Let's see what other people think
Originally Posted by LordEntrails One other critique I will add (that I forgot about last night) is that the story entries that are pinned to the various maps do not have links back the map they are pinned on. I know many conversions do not do this, but it is something I think adds a significant level of navigation to the adventure. In short, it allows someone to navigate in both directions, from the map to the story, and from the story to the map. This one might be worth thinking about.
Originally Posted by LordEntrails Thank you. As you can tell, I was not aware of this. I'm still not sure I understand if the rotated maps should be rotated at the angles you have them at, perhaps it's just so players know they are oriented at some angle other than "regular"? They are rotated at very specific angles for very specific reasons which once you understand the puzzle you will see. Originally Posted by LordEntrails Actually it is. For example I have done this in the AAW modules I've converted (and I believe it is standard for all AAW modules), for example, A Murder in Stoneholm. Of course, in the development campaign you have to enable the image identification option, or add the unidentified name in the xml itself. Not in par5e it isn't. And I probably still wouldn't add non ID names to maps even if it were. I'd have to sit and think up non specific or generic names for dozens of maps. Originally Posted by LordEntrails DM maps don't need grids. Unless a DM wants to add tokens to them and have the tokens auto-scale. Or in case a DM wants to do something with the map that most people would never think of. It's easy to add a grid, even if it will almost never be used and I think it is a better approach to facilitate capabilities rather than exclude them. But, as I said in the review, it's something to be aware of, it's not something I lower the rating for. No, that would mean I'd have to mess with getting the DM maps to the right scale to take a grid. It takes a lot of development time getting player maps to be the right size to take a grid. If the DM wants a grid on the DM maps then that's up to them to put it there. Since the module wasn't created in FG figuring out the grid size and position is a little more tricky using par5e.
One other critique I will add (that I forgot about last night) is that the story entries that are pinned to the various maps do not have links back the map they are pinned on. I know many conversions do not do this, but it is something I think adds a significant level of navigation to the adventure. In short, it allows someone to navigate in both directions, from the map to the story, and from the story to the map.