Fantasy Grounds Merchandise

Blog Comments

  1. Melborne's Avatar
    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.
  2. Talyn's Avatar
    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.
  3. LordEntrails's Avatar
    Quote 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.
  4. Zacchaeus's Avatar
    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.
  5. LordEntrails's Avatar
    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
  6. Zacchaeus's Avatar
    Quote 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.
  7. Zacchaeus's Avatar
    Quote 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.
    Quote 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.
    Quote 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.
  8. LordEntrails's Avatar
    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.
  9. LordEntrails's Avatar
    Thanks for the detailed response Zacchaeus. I appreciate it and am sure everyone else does as well. But let me respond because we may still disagree on one or two things.
    Quote Originally Posted by Zacchaeus
    Rotated Maps: To understand why the maps are rotated you need to understand the puzzle to which they apply - an explanation is given in the Template 'Gears of Hate Mapping' which needs to be read in order to understand. ... Incidentally a grid can be applied as noted in the template - it just won't match the baked in grid.
    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"?

    Image: It isn't possible to give images unidentified names; that's up to the DM to do that - if they want to.
    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.

    DM Maps: DM maps don't have, and never have had, and never will have grids. Why do DM maps need grids? No combat will ever take place on the DM maps.
    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.

    Traps/Hazards: As noted in the 'Using this module' story entry all traps and hazards which offer a saving throw, do damage or cause an effect have been included in an encounter. If you see any which don't then please report on the bugs thread and I will fix them. If the trap/hazard doesn't do any of the above they won't be needed in an encounter. Also as noted in the 'Using this module' entry not all traps/hazards might appear on the map. Only those which the PCs might interact with in some way are generally shown on the map; it's sufficient that these be on the CT for the DM to do whatever they need to do as regards effects/saves/damage etc.
    Two hazards that cause damage and do not have an encounter for them are the Aboleth Slime hazard in entry "05.12.00 Level 5: Gears of Hate" and the Magma hazard in entry "02.18.01 1 Magma Rift". I noticed it other places, but the Magma hazard is the only one in my notes, I will mention both of these in the bug thread. Agreed that many of them do not need to be added to the maps and that's why I didn't mention that. Also as noted in the review, the "Using this module " entry is very well done and essential reading for everyone using this module.

    As a reminder, just in case anyone thinks that a 4 star rating is anything less than impressive, I will re-post my definition of 4 star rating;

    • 4 stars: Great Work, if you have a need for this, then you will want this and will love it. It’s solid, well thought out, well executed and meets all my expectations of an experience professional product.
  10. kp9911's Avatar
    Nice review Lord!
  11. Zacchaeus's Avatar
    Rotated Maps: To understand why the maps are rotated you need to understand the puzzle to which they apply - an explanation is given in the Template 'Gears of Hate Mapping' which needs to be read in order to understand. These are not battlemaps and are not meant for combat. They are provided so that the DM and players can have some idea how this extremely complicated puzzle operates. Without the rotated maps it would all be theatre of the mind. Obviously you can ignore all of those maps since they were not provided within the paper copy of the adventure but especially created just for the FG version. Incidentally a grid can be applied as noted in the template - it just won't match the baked in grid.

    Image: It isn't possible to give images unidentified names; that's up to the DM to do that - if they want to.

    DM Maps: DM maps don't have, and never have had, and never will have grids. Why do DM maps need grids? No combat will ever take place on the DM maps.

    Traps/Hazards: As noted in the 'Using this module' story entry all traps and hazards which offer a saving throw, do damage or cause an effect have been included in an encounter. If you see any which don't then please report on the bugs thread and I will fix them. If the trap/hazard doesn't do any of the above they won't be needed in an encounter. Also as noted in the 'Using this module' entry not all traps/hazards might appear on the map. Only those which the PCs might interact with in some way are generally shown on the map; it's sufficient that these be on the CT for the DM to do whatever they need to do as regards effects/saves/damage etc.
  12. anemeth's Avatar
    Did some updates this weekend while I had some time...enjoy and thanks for helping make this something we can all use!
  13. MarianDz's Avatar
    useful
  14. MarianDz's Avatar
    I was testing it and is really interesting
  15. anemeth's Avatar
    Awesome thank you for the insight. I will copy this over to a file so I can re-visit Gems! again when I have time from teaching to produce more. Love the ideas on cost of gems generators as well.
  16. LordEntrails's Avatar
    Quote Originally Posted by dulux-oz
    You didn't mention the Quiz
    Doh! See what happens when you set something aside and come back to it later? The quiz is one of my favorite parts... Going to edit the review and rating...

    Thanks for pointing out my flaws!!
  17. dulux-oz's Avatar
    You didn't mention the Quiz
  18. LordEntrails's Avatar
    So, I really liked the 10 day waiting period, until I thought a bot more about what that would mean to me, and ultimately to you. If I were to go with a 10 day waiting period, it would mean that I would not be able to post links from the threads or on other sites until those 10 days had gone past.

    And honestly, it means I would probably forget, and in the best case would mean more work for me.

    I think I will try a waiting period for just for reviews on the DMsG (as those can not be modified once posted) for any reviews of 3 stars or less.

    The other change (only in words, not in actuality) is that I've added Extensions to the list of things I will review.
  19. LordEntrails's Avatar
    So, I'm thinking of changing my review policy a small bit and I would like the reader's feedback. What I'm considering is that after I perform the review that I send the details to the author and put a ten day delay on posting the review in case the author wants to make updates and have me re-review it.

    This would mean several things;
    - There would be a delay in reviews getting posted in the next few weeks as this goes into effect
    - Hopefully overall product quality would be improved as authors would be encouraged to improve their products after receiving the draft review.
    - More work for me

    Thoughts? Would it be of enough additional value that it's worth my additional effort?
    Updated January 13th, 2017 at 15:34 by LordEntrails
  20. rob2e's Avatar
    The more you know! {NBC theme music}
Page 1 of 2 12 Last
DICE PACKS BUNDLE

Log in

Log in