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		<title>Fantasy Grounds Forums</title>
		<link>https://www.fantasygrounds.com/forums/</link>
		<description>Fantasy Grounds is a virtual tabletop application which allows GMs and player to play RPG games online.</description>
		<language>en</language>
		<lastBuildDate>Wed, 08 Jul 2026 13:25:25 GMT</lastBuildDate>
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		<ttl>60</ttl>
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			<url>https://www.fantasygrounds.com/forums/themecrate/debutant/misc/rss.png</url>
			<title>Fantasy Grounds Forums</title>
			<link>https://www.fantasygrounds.com/forums/</link>
		</image>
		<item>
			<title>subliminal advertising</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87725-subliminal-advertising&amp;goto=newpost</link>
			<pubDate>Wed, 08 Jul 2026 07:47:46 GMT</pubDate>
			<description>FG doing subliminal advertising now ;)</description>
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<div>FG doing subliminal advertising now ;)</div>


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	<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=68166&amp;d=1783496819">Screenshot 2026-07-08 024642.png</a> 
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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?38-The-Tavern">The Tavern</category>
			<dc:creator>claedawg</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87725-subliminal-advertising</guid>
		</item>
		<item>
			<title>Question about tokens and images</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87724-Question-about-tokens-and-images&amp;goto=newpost</link>
			<pubDate>Wed, 08 Jul 2026 02:47:06 GMT</pubDate>
			<description>I have a token instance and using getContainerNode gives me the database node for the image. 
Path is: image.id-00002.image 
When I do getChildren on...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>I have a token instance and using getContainerNode gives me the database node for the image.<br />
Path is: image.id-00002.image<br />
When I do getChildren on that node it returns no nodes.<br />
When I look at db.xml I see xml nodes off of that location.<br />
<br />
Is there a way to access those xml nodes in an image?<br />
I looked at the Image API object but the getToken returns a list of token instance objects. I don't see a way to access layers to try and find the layer for the token.<br />
<br />
Anyone have a suggestion on how to access this data? I want to copy the token layer data related to FoW.<br />
<br />
Thanks,<br />
Robert</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?42-The-Workshop">The Workshop</category>
			<dc:creator>rmilmine</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87724-Question-about-tokens-and-images</guid>
		</item>
		<item>
			<title>Location Discovery</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87723-Location-Discovery&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 22:45:17 GMT</pubDate>
			<description>*Location Discovery* 
Location Discovery gives GMs finer control over how Fantasy Grounds Locations are revealed to players. 
 
By default, sharing a...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div><font size="4"><b>Location Discovery</b></font><br />
Location Discovery gives GMs finer control over how Fantasy Grounds Locations are revealed to players.<br />
<br />
By default, sharing a Location can expose more of its nested content than you may want. That works for simple records, but it can get in the way when you are building a living map of a kingdom, region, city, dungeon, district, faction base, or any other place the players are meant to explore gradually.<br />
<br />
This extension lets you keep sub-locations and important details hidden until the party actually discovers them.<br />
<br />
<a href="https://forge.fantasygrounds.com/shop/items/3437/view" target="_blank">https://forge.fantasygrounds.com/shop/items/3437/view</a><br />
<br />
<br />
<font size="4"><b>Features</b></font><br />
<ul><li style="">Adds individual reveal/hide controls to sub-locations.</li><li style="">New sub-locations start hidden by default.</li><li style="">Revealing a sub-location shares its linked Location record with the players.</li><li style="">Hiding a sub-location removes player access to that linked Location record.</li><li style="">Adds GM-only controls to reveal or hide all direct sub-locations of the current Location.</li><li style="">Adds a new Details section for discoverable facts, NPCs, rumors, secrets, clues, and other notes.</li><li style="">Each Detail has a title, an expandable description field, and its own reveal/hide control.</li><li style="">Player view only shows sub-locations and details that have been revealed.</li><li style="">Built for CoreRPG-based rulesets.</li></ul><br />
<br />
<font size="4"><b>Recommended Workflow</b></font><br />
For best results, create every important Location from the regular Locations list in the sidebar first. Then drag that Location into the parent Location's Sub-Locations list.<br />
<br />
This keeps the sub-location connected to the original sidebar record. When the GM reveals it, players open the same shared Location record instead of  a local child copy.<br />
<br />
Creating sub-locations directly inside a parent Location can sitll be useful for quick private nodes or minor entries, but the sidebar-first worklow is recommended for any place the players may later access as a proper Location.<br />
<br />
Example structure:<br />
<br />
<ul><li style="">Kingdom</li><li style="">Region</li><li style="">City</li><li style="">District</li><li style="">Temple</li></ul><br />
The GM can reveal each layer only when the characters actually discover it.<br />
<br />
<br />
<font size="4"><b>Details Section</b></font><br />
The Details section is useful for information that belongs to a place but does not need to be a full Location record.<br />
<br />
Examples:<br />
<br />
<ul><li style="">Mayor: John Smith</li><li style="">Rumor: Ships have stopped arriving from the northern coast.</li><li style="">Secret: The old well connects to forgotten tunnels.</li><li style="">Clue: The same symbol is carved into three doorframes.</li><li style="">Threat: The militia captain is secretely working for a rival faction.</li></ul><br />
Each detail can be revealed independently, making it easy to uncover information during play without exposing all GM notes at once.<br />
<br />
<br />
<font size="4"><b>Compatibility</b></font><br />
Location Discovery modifies the Location record window at the CoreRPG layer and is intended for rulesets built on CoreRPG.<br />
<br />
Other extensions that also replace or heavily modify Location records may conflict.<br />
<br />
<br />
<font size="4"><b>Disclaimer</b></font><br />
This extension is not an official SmiteWorks product and is not endorsed by SmiteWorks. Fantasy Grounds and CoreRPG are trademarks and/or copyrights of SmiteWorks USA LLC.<br />
<br />
No guarantee is provided that the extension will meet every table's needs or remain compatible with every future Fantasy Grounds update, though I will try to maintain it when possible.<br />
<br />
<a href="https://forge.fantasygrounds.com/shop/items/3437/view" target="_blank">https://forge.fantasygrounds.com/shop/items/3437/view</a></div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?96-Extensions">Extensions</category>
			<dc:creator>Eldarc</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87723-Location-Discovery</guid>
		</item>
		<item>
			<title>Possible Issue with Elevated Distance Calculation</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87722-Possible-Issue-with-Elevated-Distance-Calculation&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 21:29:59 GMT</pubDate>
			<description><![CDATA[Im not sure that the distance is being calculated correctly, when using elevation on the battle maps. 
 
If I have two targets, 50' away from each...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>Im not sure that the distance is being calculated correctly, when using elevation on the battle maps.<br />
<br />
If I have two targets, 50' away from each other, the distance naturally shows 50'<br />
<br />
If I elevate a token to 400', it now shows 385' Distance, instead of Approximately 400 as it should.<br />
<br />
<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=68159&amp;d=1783460299"  title="Name:  50FT Distance.png
Views: 7
Size:  1.56 MB">50FT Distance.png</a><a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=68160&amp;d=1783460317"  title="Name:  400FT Height - 50Ft Distance.png
Views: 6
Size:  1.56 MB">400FT Height - 50Ft Distance.png</a></div>


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	<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=68160&amp;d=1783460317">400FT Height - 50Ft Distance.png</a> 
(1.56 MB)
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	<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=68159&amp;d=1783460299">50FT Distance.png</a> 
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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>FredJRiding</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87722-Possible-Issue-with-Elevated-Distance-Calculation</guid>
		</item>
		<item>
			<title>Fantasy Grounds Ruleset Updates 2026-07</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87721-Fantasy-Grounds-Ruleset-Updates-2026-07&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 20:18:30 GMT</pubDate>
			<description>NOTE: Some extensions have been completely superseded by Core features; please ask if you have any questions. 
 
A new version of the core rulesets...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>NOTE: Some extensions have been completely superseded by Core features; please ask if you have any questions.<br />
<br />
A new version of the core rulesets for Fantasy Grounds is now available.<br />
<br />
<a href="https://www.fantasygrounds.com/filelibrary/patchnotes_ruleset.html" target="_blank">Comprehensive list of ruleset patch notes</a><br />
<br />
Please report any issues in the House of Healing - Fantasy Grounds forum. <br />
If you are getting any script errors or strange behaviors, make sure to disable any extensions before reporting. It may take time for extension developers to update their extensions to the latest version.<br />
<br />
<b><u>New Feature Highlights</u></b><br />
<ul><li style="">[PF/3.5E] New effect automation tags.</li><li style="">[PF/3.5E/SF/D20M] Epic size category.</li><li style=""> Bug fixes and more...</li></ul><br />
<br />
Cheers,<br />
JPG</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall">City Hall</category>
			<dc:creator>Moon Wizard</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87721-Fantasy-Grounds-Ruleset-Updates-2026-07</guid>
		</item>
		<item>
			<title>Fantasy Grounds v5.1.12</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87720-Fantasy-Grounds-v5-1-12&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 20:05:43 GMT</pubDate>
			<description>A new version of Fantasy Grounds is now available. 
 
Comprehensive list of patch notes...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>A new version of Fantasy Grounds is now available.<br />
<br />
<a href="https://www.fantasygrounds.com/filelibrary/patchnotes_v4.html" target="_blank">Comprehensive list of patch notes</a><br />
<br />
Please report any issues in the House of Healing - Fantasy Grounds forum. <br />
If you are getting any script errors or strange behaviors, make sure to disable any extensions before reporting. It may take time for extension developers to update their extensions to the latest version.<br />
<br />
<b><u>New Feature Highlights</u></b><br />
<ul><li style="">Launch screen adjustments.</li><li style="">Bug fixes.</li></ul><br />
<br />
Cheers,<br />
JPG<br />
<br />
NOTE: This is different than <a href="https://www.fantasygrounds.com/forums/showthread.php?87272-Fantasy-Grounds-Ruleset-Updates-2026-05" target="_blank">the big May ruleset update noted here</a>.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall">City Hall</category>
			<dc:creator>Moon Wizard</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87720-Fantasy-Grounds-v5-1-12</guid>
		</item>
		<item>
			<title>Release Updates for July 7th, 2026</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87719-Release-Updates-for-July-7th-2026&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 17:22:00 GMT</pubDate>
			<description>Please remember not to update right before a game starts. 
 
In order for some of the updates in data modules/books to be visible, you may need to...</description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>Please remember not to update right before a game starts.<br />
<br />
In order for some of the updates in data modules/books to be visible, you may need to open the Module Activation window from Library-&gt;Activation, right click on the module and select &quot;revert changes&quot;. Be warned, any edits you've made will be lost.<br />
<br />
<i>The following products have been updated:</i><br />
<br />
<b><u>Savage Worlds Base (Savage Worlds)</u></b><br />
<ul><li style="">[Updated] VehicleManager.getVehicleFromMountedWeapon now works for NPC vehicles</li><li style="">[Updated] AttackManager.getAttackConsume now works for vehicle weapons</li><li style="">[Updated] Slightly widened the skill name on the NPC character sheet</li><li style="">[Added] Added ammo count to mounted weapons</li></ul><br />
<br />
<b><u>Pathfinder RPG - Hell's Rebels AP 1: In Hell's Bright Shadow (Pathfinder RPG and D&amp;D 3.5/ OGL)</u></b><br />
<ul><li style="">[Fixed] Missing Item and Missing count for dagger.</li></ul><br />
<br />
<b><u>Shadow of the Demon Lord Adventure Pack 3 (Shadow of the Demon Lord)</u></b><br />
<ul><li style="">[Fixed] NPCs cause an error when added to the Combat Tracker.</li></ul><br />
<br />
<b><u>Mongoose Traveller 2E ruleset (ruleset only) (Traveller 2E (Mongoose))</u></b><br />
<ul><li style="">[Added] Character gravity effects</li><li style="">[Removed] Gravity effects not in the rules</li><li style="">[Added] Spacecraft combat range tracking. Suggested map scale 648km</li></ul><br />
<br />
<b><u>Pathfinder RPG - Pathfinder Module: We Be Goblins! (Pathfinder RPG and D&amp;D 3.5/ OGL)</u></b><br />
<ul><li style="">[Updated] module author to Paizo;</li><li style="">[Fixed] Disabled Read Only;</li><li style="">[Added]</li><li style="">[Updated] NPC images from Pathfinder Bestiaries; Made updates to NPC Attack field with some other minor NPC updates;</li><li style="">[Updated] maps by adding Story pins, Room Number/Letters where applicable</li></ul><br />
<br />
<b><u>Pathfinder RPG - Pathfinder Module: Fangwood Keep (Pathfinder RPG and D&amp;D 3.5/ OGL)</u></b><br />
<ul><li style="">[Updated] module author to Paizo;</li><li style="">[Fixed] Disabled Read Only;</li><li style="">[Added]</li><li style="">[Updated] NPC images from Pathfinder Bestiaries or from PZOPDFPPMPJM000029E Pathfinder Paper Minis; Made updates to NPC Attack field with some other minor NPC updates;</li><li style="">[Updated] maps by adding Story pins, Room Number/Letters where applicable, cleaned up some of the graphics, and deleted 1/3 of the vertices for LOS.</li></ul><br />
<br />
<b><u>Shadow of the Demon Lord Adventure Pack 2 (Shadow of the Demon Lord)</u></b><br />
<ul><li style="">[Fixed] NPCs generate error when dropped on Combat Tracker.</li></ul><br />
<br />
<b><u>Traveller Companion Update 2024 (Traveller 2E (Mongoose))</u></b><br />
<ul><li style="">[Fixed] School of Hard Knocks and Spacer Community entries</li></ul><br />
<br />
<b><u>Compass Point 01 - Gnome Crystal Mine (3.5E) (Pathfinder RPG and D&amp;D 3.5/ OGL)</u></b><br />
<ul><li style="">[Updated] Complete revision and update to the current version of Fantasy Grounds and the D&amp;D 5e ruleset. Includes new cover artwork in accordance with the current developer guide instructions.</li></ul><br />
<br />
<b><u>Grim Hollow: Player's Guide (5E Compatible)</u></b><br />
<ul><li style="">[Fixed] background &quot;Pox-Touched&quot;: skills typo &quot;Intimiation&quot;</li><li style="">[Fixed] traits: &quot;Artisinal Focus&quot;: Typo (Artisanal Focus)</li><li style="">[Updated] feat linking added to species</li></ul><br />
<br />
<b><u>Shadow of the Demon Lord Adventure Pack 1 (Shadow of the Demon Lord)</u></b><br />
<ul><li style="">[Fixed] NPCs cause error when added to Combat Tracker.</li></ul><br />
<br />
<b><u>Pathfinder RPG - Pathfinder Module: City of Golden Death (Pathfinder RPG and D&amp;D 3.5/ OGL)</u></b><br />
<ul><li style="">[Removed] redundant encounters from random encounter list.</li><li style="">[Updated] module author to Paizo;</li><li style="">[Fixed] Disabled Read Only;</li><li style="">[Added]</li><li style="">[Updated] Updated/Added NPC images from Pathfinder Bestiaries or from PZOPDFPPMPJM000028E Pathfinder Paper Minis;</li><li style="">[Updated] Made updates to NPC Attack field with some other minor NPC updates;</li><li style="">[Updated]  Updated maps by adding Story pins and Room Number/Letters where applicable.</li></ul></div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?37-City-Hall">City Hall</category>
			<dc:creator>lokiare</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87719-Release-Updates-for-July-7th-2026</guid>
		</item>
		<item>
			<title>CP RED: The Black Mirror Implications of Brain Dance</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87718-CP-RED-The-Black-Mirror-Implications-of-Brain-Dance&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 09:17:41 GMT</pubDate>
			<description><![CDATA[Hello folks, 
 
I tend to get involved in world-building by looking at the technologies presented in an RPG setting and asking, "What would this...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>Hello folks,<br />
<br />
I tend to get involved in world-building by looking at the technologies presented in an RPG setting and asking, &quot;What would this actually do to society?&quot;<br />
<br />
Give me GURPS Ultra-Tech, and I can spend hours exploring how those technologies reshape economics, politics, law, and everyday life. Give me the Cyberpunk 2020 Chromebooks, and I find myself doing exactly the same thing—trying to imagine what it would really be like to live in that world.<br />
<br />
One technology, however, has largely escaped my attention over the years: Braindance.<br />
<br />
This thread is simply an exploration of the deeper—and darker—implications of that seemingly innocent technology. Rather than focusing on how Braindance is commonly portrayed in the game, I'd like to explore what happens when corporations, governments, law enforcement, insurance companies, and ordinary people begin using it in ways that are entirely logical... but perhaps deeply unsettling.<br />
<br />
Some of these ideas may stray into Black Mirror territory. Others may seem like perfectly reasonable corporate policy taken to its logical conclusion.<br />
<br />
Your mileage may vary, of course, but I hope this provides some food for thought.<br />
<br />
More importantly, this thread is intended as an open invitation for discussion. If you have ideas, concerns, examples, or completely different perspectives on where this technology could lead, please pile on. I'd love to see people examine Braindance from the viewpoints of different roles within the Cyberpunk world—corporate, civilian, legal, medical, criminal, or anything else that comes to mind.<br />
<br />
The most interesting world-building often comes from looking at a technology from angles we don't normally consider.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?140-Cyberpunk-RED">Cyberpunk RED</category>
			<dc:creator>HalC</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87718-CP-RED-The-Black-Mirror-Implications-of-Brain-Dance</guid>
		</item>
		<item>
			<title>Different crit effects (melee, range and spell)</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87717-Different-crit-effects-(melee-range-and-spell)&amp;goto=newpost</link>
			<pubDate>Tue, 07 Jul 2026 01:56:22 GMT</pubDate>
			<description><![CDATA[I am editing the crit tables (D&D 5e) and wondering if there is a way to create a melee crit table, range crit table and spell crit table that rolls...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>I am editing the crit tables (D&amp;D 5e) and wondering if there is a way to create a melee crit table, range crit table and spell crit table that rolls depending on the attack type.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>SolarisWesson</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87717-Different-crit-effects-(melee-range-and-spell)</guid>
		</item>
		<item>
			<title><![CDATA[Armor Non-Proficiency penalties are being applied to proficient characters 5e D&D]]></title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87716-Armor-Non-Proficiency-penalties-are-being-applied-to-proficient-characters-5e-D-amp-D&amp;goto=newpost</link>
			<pubDate>Mon, 06 Jul 2026 21:05:38 GMT</pubDate>
			<description><![CDATA[In my new 5e D&D campaign, I have a heavy fighter that is getting penalties for Non-Proficiency with Chain Mail armor.  He has "Armor: Heavy", light,...]]></description>
			<content:encoded><![CDATA[<!-- BEGIN TEMPLATE: postbit_external -->
<div>In my new 5e D&amp;D campaign, I have a heavy fighter that is getting penalties for Non-Proficiency with Chain Mail armor.  He has &quot;Armor: Heavy&quot;, light, medium and shields in his Proficiencies.<br />
<br />
I have added and removed his heavy proficiency, but He gets disadvantage constantly with the following message:<br />
<br />
[SKILL] Athletics<br />
[PROF]<br />
ARMOR NON-PROFICIENCY<br />
[DIS] [DROPPED (9) SECOND]<br />
<br />
Please see uploaded images.<br />
<br />
How do I fix this?</div>


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	<a href="https://www.fantasygrounds.com/forums/attachment.php?attachmentid=68135&amp;d=1783371794">Screenshot 2026-07-06 140043.png</a> 
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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>Polarbard</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87716-Armor-Non-Proficiency-penalties-are-being-applied-to-proficient-characters-5e-D-amp-D</guid>
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			<title>Fixing some 4E rules that FGU doesnt support</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87715-Fixing-some-4E-rules-that-FGU-doesnt-support&amp;goto=newpost</link>
			<pubDate>Mon, 06 Jul 2026 18:33:33 GMT</pubDate>
			<description>Here is an extension I have made that fixes a few minor issues with the 4E rules. 
 
*1) Minor/Major Quest XP awarding* 
As it stands now, both Minor...</description>
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<div>Here is an extension I have made that fixes a few minor issues with the 4E rules.<br />
<br />
<b>1) Minor/Major Quest XP awarding</b><br />
As it stands now, both Minor and Major Quest XP are divided between the characters on the party sheet, even though the 4E rules state that Major Quest XP is awarded in full to each character.<br />
<br />
It also fixes the weird rounding error that often gives the character who was added last to the party sheet a few XP less than everyone else.<br />
<br />
<b>2) Weapon Proficiencies</b><br />
This one is a bit special and needs some care to work as intended.<br />
<br />
Write the weapon name in the Weapon Proficiency list on the character sheet. On the weapon itself, enter the exact same name in the weapon's Sub Class field.<br />
<br />
For weapon group feats such as Weapon Focus and Weapon Expertise, write the group name in the proficiency list followed by either (<font color="#FF0000">E</font>), (<font color="#FF0000">F</font>) or (<font color="#FF0000">E</font>/<font color="#FF0000">F</font>). Just make sure the weapon's Group field is filled in with the appropriate group name.<br />
<br />
For characters with Weapon Master, simply add it to the proficiency list. Every weapon the character is proficient with will then receive the appropriate group bonuses.<br />
<br />
This function does not handle categories such as Simple Melee, Military Ranged, and so on. Supporting those would probably require listing every weapon inside the extension, which could create intellectual property concerns. It would also make handling custom weapons much more difficult.<br />
<br />
<b>3) Armor Proficiency</b><br />
Armor proficiency is handled much the same way as weapon proficiency. Write the armor type in the Armor Proficiency list and enter the exact same text in the armor's Sub Class field.<br />
<br />
Why not filter on the item name?<br />
<br />
Because many enchanted weapons and armor pieces replace the base item name with the enchantment name. Using the Sub Class field provides a reliable way to identify the weapon or armor type without having to parse the item name, and it also works cleanly with custom equipment.<br />
<br />
Parts of these functions can be turned on and off in the campaign settings. Default setting is on.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?58-4E">4E</category>
			<dc:creator>Starwolf</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87715-Fixing-some-4E-rules-that-FGU-doesnt-support</guid>
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			<title>Table Tools Note+</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87714-Table-Tools-Note&amp;goto=newpost</link>
			<pubDate>Mon, 06 Jul 2026 00:28:31 GMT</pubDate>
			<description>*Table Tools Note+* 
 
Table Tools Note+ replaces scattered Fantasy Grounds note windows with a Reference Book-style note manager for GMs and...</description>
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<div><b><font size="5">Table Tools Note+</font></b><br />
<br />
Table Tools Note+ replaces scattered Fantasy Grounds note windows with a Reference Book-style note manager for GMs and players.<br />
<br />
Instead of keeping notes as one long flat list, Note+ gives your table a left-side index with <b>Chapters</b>, <b>Subchapters</b>, and <b>Pages</b>, plus a right-side reading/editing pane. It is built to feel like the Fantasy Grounds reference book interface, but for campaign notes, player notes, shared notes, GM notes, and extension help pages.<br />
<br />
<div style="text-align: center;"><img src="https://i.postimg.cc/MZ4LnfcJ/image.png" border="0" alt="" /></div><br />
<b>Forge Link</b><br />
<a href="https://forge.fantasygrounds.com/shop/items/3435/view" target="_blank">https://forge.fantasygrounds.com/shop/items/3435/view</a><br />
<br />
This is intended for groups that actually use notes during play: session recaps, clues, lore, quests, handouts, player journals, house rules, extension instructions, prep notes, campaign reference material, and more.<br />
<br />
<b><u>Core Features</u></b><br />
<br />
<ul><li style="">Adds Player Note+ and GM Note+ windows</li><li style="">Organizes notes into Chapters, Subchapters, and Pages</li><li style="">Uses a Reference Book-style index and reader</li><li style="">Supports legacy Fantasy Grounds notes from existing campaigns</li><li style="">Lets players organize their own notes without losing old notes</li><li style="">Lets the GM view player notes grouped by owner</li><li style="">Adds a Public toggle for sharing notes with the table</li><li style="">Groups shared notes by author</li><li style="">Keeps shared notes readable without giving other players edit/delete access</li><li style="">Supports native Fantasy Grounds formatted text</li><li style="">Supports record links and dropped Fantasy Grounds content where the ruleset allows it</li><li style="">Supports images, maps, story links, items, NPC links, and other normal FG note content</li><li style="">Adds author display on notes</li><li style="">Supports import/export of Note+ XML for moving notes between campaigns</li><li style="">Supports extension guide pages inside Fantasy Grounds</li><li style="">Allows other extensions to provide in-game help, how-to pages, examples, images, and links</li><li style="">Includes a built-in Note+ guide</li><li style="">Designed for both GMs and players</li></ul><br />
<br />
<b><u>Player Notes</u></b><br />
<br />
Players can use Note+ as a campaign notebook. Notes can be organized into custom Subchapters and Pages, then renamed and arranged from the left index.<br />
<br />
When a player makes a note Public, it becomes available in the shared note area for the table while still remaining that player&#8217;s note.<br />
<br />
<div style="text-align: center;">Don't let your players write notes like mine! Give them Note+<br />
<img src="https://i.postimg.cc/5tw850SM/image.png" border="0" alt="" /><br />
DM viewing Player Notes on a Legacy Game with legacy notes (old campaign folder) </div><br />
<b><u>Shared Notes</u></b><br />
<br />
Shared Notes are grouped by author, making player-to-player information much easier to read than a single pile of public notes.<br />
<br />
This is useful for session summaries, clue boards, shared quest notes, loot notes, map notes, party plans, and player-written recaps.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?111-Paid-Creations">Paid Creations</category>
			<dc:creator>Melborne</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87714-Table-Tools-Note</guid>
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			<title>Looking for 2 Players | Bi-Weekly Sundays 4:00pm UK | Savage Rifts (SWADE)</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87713-Looking-for-2-Players-Bi-Weekly-Sundays-4-00pm-UK-Savage-Rifts-(SWADE)&amp;goto=newpost</link>
			<pubDate>Sun, 05 Jul 2026 18:53:12 GMT</pubDate>
			<description>*FG License: *Ultimate (players only need the free Demo licence) 
 
*Game System:* Savage Rifts (Savage Worlds Adventure Edition) 
 
*Time Zone:* UK...</description>
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<div><b>FG License: </b>Ultimate (players only need the free Demo licence)<br />
<br />
<b>Game System:</b> Savage Rifts (Savage Worlds Adventure Edition)<br />
<br />
<b>Time Zone:</b> UK (GMT/BST)<br />
<br />
<b>Day of week and time:</b> Sundays, 4:00pm &#8211; 7:00pm UK time (we may finish a little earlier depending on where we reach a natural stopping point).<br />
<br />
<b>If new game, planned start date:</b> 19th July 2026<br />
<br />
<b>Planned Duration &amp; Frequency:</b> Bi-weekly, approximately 3-hour sessions.<br />
<br />
<b>Term:</b> I'm going to start by running a few one-shots to see how everyone gels, make sure the schedule works, and, most importantly, that we're all having fun. If everything clicks, I'd love for it to grow into a semi-permanent, long-term group, but there are no promises. We'll just see how it goes.<br />
<br />
<b>Text or Voice:</b> Voice only. No webcams required. If you want to turn up in your pants with a brew in hand, nobody will ever know (or judge!).<br />
<br />
<b>Main Language:</b> English<br />
<br />
V<b>oice Software:</b> Discord<br />
<br />
<b>Will this be recorded and/or live streamed?</b> No.<br />
<br />
<b>Roleplay &amp; Combat:</b> Approximately 30% roleplay / 70% combat.<br />
<br />
Savage Rifts naturally lends itself to big action scenes, tactical combat, and over-the-top heroics, but I also enjoy roleplay and giving characters plenty of opportunities to interact with each other and the world. If the party decides to spend a session talking, investigating, or heading off in a completely unexpected direction, that's absolutely fine too.<br />
<br />
<b>Number of Players:</b> We have an established group that's been playing together for several years and are looking for 2 more players.<br />
<br />
The places are first come, first served.<br />
<br />
<b>Character Starting Level &amp; Equipment:</b> We'll be using pre-generated characters for the initial one-shots. This lets everyone jump straight into the game, learn Savage Rifts, and get a feel for the different Iconic Frameworks before committing to a long-term character. If everyone enjoys themselves and we continue into a full campaign, we'll create permanent characters together.<br />
<br />
<b>Character Restrictions: </b>For the one-shots, everyone will use the published pre-generated characters from Savage Rifts: The Tomorrow Legion Archetypes and the Archetype Dossiers. This gives everyone a wide selection of Iconic Frameworks and races to choose from, lets us jump straight into the action without spending the first session building characters, and gives everyone the chance to try different character types before committing to a long-term campaign.<br />
<br />
<b>Details of the Game: </b><br />
Hi everyone!<br />
<br />
After taking about a year away from GMing, I'm looking to get back behind the screen.<br />
<br />
I've been running weekly Fantasy Grounds games for the best part of 10 years, so while I might be a little rusty after the break, I'm very experienced with Fantasy Grounds Unity and expect to get back into the swing of things pretty quickly. There may be the occasional &quot;Where's that button gone?&quot; moment during the first session or two, but the fundamentals are second nature.<br />
<br />
One thing worth mentioning is that, while we're experienced online gamers, we're not Savage Rifts experts. As a group we've mainly played D&amp;D 5E and Call of Cthulhu over the years. We picked up Savage Rifts after the Savage Worlds reboot and have been having a fantastic time with it ever since. We're still discovering new things ourselves, so don't feel like you need to know every rule or have encyclopaedic knowledge of Rifts lore. If you're new to Savage Worlds or Savage Rifts, you'll fit right in.<br />
<br />
I enjoy running published adventures rather than homebrew campaigns. That said, I don't run them like they're on rails. The published material provides the framework, but the players are free to make their own decisions, wander off the beaten path, and create their own stories. Some of our best sessions over the years have come from completely unexpected player decisions.<br />
<br />
The core group has been together for a few years now. They're a friendly, welcoming bunch, and we're always happy to help newcomers to Savage Worlds, Savage Rifts, or Fantasy Grounds.<br />
<br />
We play on a lively Discord server, so there's usually someone around between sessions chatting about RPGs, games, films, or whatever random nerdy topic has come up that week.<br />
<br />
<b>What I'm Looking For:</b> I'm looking for friendly, reliable people who enjoy playing as part of a team. Experience isn't as important as your attitude. If you're completely new to Savage Worlds, Savage Rifts, or even Fantasy Grounds, that's absolutely fine; we'll help you get up to speed.<br />
<br />
What I value most is a player who's happy to get involved, respects the other people at the table, and wants everyone to have a good time. We like cinematic action, memorable roleplay, and the occasional ridiculous plan that somehow works.<br />
<br />
<b>Voice Requirements:</b> This is a voice-only game. <br />
<br />
Please use a headset (no laptop speakers or open microphones) and Push-to-Talk. Open microphones from across the room pick up keyboard clicks, echoes, TVs, family conversations, pets, and everything else. It quickly becomes distracting for everyone, so these are required.<br />
<br />
I also occasionally use a soundboard for music and sound effects to help set the atmosphere. To keep the audio clear, I'm the only person who pipes music or sounds into the voice channel.<br />
<br />
<i><b>If this sounds like your kind of game, drop a reply below or send me a PM.</b></i> Tell me a little about yourself, your RPG experience (if any), and what you're looking for in a group.<br />
<br />
Hopefully I'll see you somewhere in the Megaverse!</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?40-LFG-Looking-for-Group">LFG - Looking for Group</category>
			<dc:creator>flashingturtle</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87713-Looking-for-2-Players-Bi-Weekly-Sundays-4-00pm-UK-Savage-Rifts-(SWADE)</guid>
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			<title><![CDATA[[Extension] Instant Dungeons - 1-click dungeons with advanced features.]]></title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87712-Extension-Instant-Dungeons-1-click-dungeons-with-advanced-features&amp;goto=newpost</link>
			<pubDate>Sun, 05 Jul 2026 18:37:12 GMT</pubDate>
			<description>Image: https://i.imgur.com/tcabZ9Ym.png  
 
 
 
*Instant Dungeons - 1-Click Dungeons with Advanced Features* 
 
*Instant Dungeons* is a...</description>
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<div><div style="text-align: center;"><img src="https://i.imgur.com/tcabZ9Ym.png" border="0" alt="" /><br />
</div><br />
<br />
<b><font size="5">Instant Dungeons - 1-Click Dungeons with Advanced Features</font></b><br />
<br />
<b>Instant Dungeons</b> is a system-agnostic extension for Fantasy Grounds that adds a random dungeon generator directly to the Images window.<br />
<br />
<b><font size="4">LINK TO THE EXTENSION IN FORGE: <a href="https://forge.fantasygrounds.com/shop/items/3434/view" target="_blank"><font color="#0000FF">HERE</font></a>.</font></b><br />
<br />
Generated dungeons come ready to use with LoS occluders and interactive doors, including relevant information for lockpicking, traps, and dungeon interaction.<br />
<br />
At the moment, Instant Dungeons includes three dungeon types:<br />
<br />
<ul><li style=""><b>Simple Dungeon</b></li><li style=""><b>Cave</b></li><li style=""><b>Maze</b></li></ul><br />
<br />
Each dungeon type also includes additional options for:<br />
<br />
<ul><li style="">Random events</li><li style="">Encounters</li><li style="">Treasure</li><li style="">Traps</li></ul><br />
<br />
<b><font size="4">Planned for Future Releases</font></b><br />
<br />
Future updates are planned to include:<br />
<br />
<ul><li style="">A system that allows GMs to add their own random events and combat encounters</li><li style="">More visual themes</li><li style="">Theme-based events</li></ul><br />
<br />
<b><font size="4">Disclaimer</font></b><br />
<br />
Although the generated dungeons can be used with any ruleset, the current trap and lockpicking features are based on 5E rules.<br />
<br />
I believe these features can be easily adapted to other systems, but in future releases I plan to add customization options so GMs can adjust these aspects to better fit their preferred ruleset.<br />
<br />
Please feel free to leave your suggestions, feedback, and any bugs you find in this thread!<br />
<br />
<br />
<img src="https://i.imgur.com/icmCbpem.png" border="0" alt="" /> <img src="https://i.imgur.com/5kfo6U7m.png" border="0" alt="" /><br />
<img src="https://i.imgur.com/R5IGVqXm.png" border="0" alt="" /> <img src="https://i.imgur.com/JZS7lQlm.png" border="0" alt="" /><br />
<img src="https://i.imgur.com/a6to8E0m.png" border="0" alt="" /> <img src="https://i.imgur.com/URK8FhSm.png" border="0" alt="" /><br />
<img src="https://i.imgur.com/UNOJSQam.png" border="0" alt="" /></div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?111-Paid-Creations">Paid Creations</category>
			<dc:creator>Alanrockid</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87712-Extension-Instant-Dungeons-1-click-dungeons-with-advanced-features</guid>
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			<title>SIZE effect tag in Pathfinder 1E incorrect CMB and CMD adjustment</title>
			<link>https://www.fantasygrounds.com/forums/showthread.php?87710-SIZE-effect-tag-in-Pathfinder-1E-incorrect-CMB-and-CMD-adjustment&amp;goto=newpost</link>
			<pubDate>Sun, 05 Jul 2026 15:04:29 GMT</pubDate>
			<description><![CDATA[I was testing the new built-in SIZE tags to see how they differed from the previous extensions. 
 
I used a "SIZE:1" effect to increase a creature...]]></description>
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<div>I was testing the new built-in SIZE tags to see how they differed from the previous extensions.<br />
<br />
I used a &quot;SIZE:1&quot; effect to increase a creature from medium to large.  The CMB and CMD both had a +4 size bonus in the combat calculations, when they should only be +1.  The AC penalty, Attack penalty, Fly skill penalty, and Stealth skill penalty for size large were all correct.  I then bumped it to a &quot;SIZE:2&quot; effect and the CMB and CMD got a +8 size bonus instead of the +2 for huge.  The other modifiers (AC/Attack/Fly/Stealth) were correct.<br />
<br />
I tested this in a new campaign with no extensions on an unmodified &quot;Geni, Janni&quot; NPC straight from Bestiary 1.</div>


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			<category domain="https://www.fantasygrounds.com/forums/forumdisplay.php?107-The-House-of-Healing-Fantasy-Grounds">The House of Healing - Fantasy Grounds</category>
			<dc:creator>Xenocrates</dc:creator>
			<guid isPermaLink="true">https://www.fantasygrounds.com/forums/showthread.php?87710-SIZE-effect-tag-in-Pathfinder-1E-incorrect-CMB-and-CMD-adjustment</guid>
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