FoundryVTT

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Discussion about the virtual tabletop software FoundryVTT. This is an UNOFFICIAL, authorized, Fan-operated subreddit. For Official Foundry...

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The original was posted on /r/foundryvtt by /u/AzulaThorne on 2024-11-05 12:39:05+00:00.


Hey fellow DMs and players!

I’ve been starting my newest campaign with my group of six and so far our first session is a blast of a success! I have previously done DnD with Warhammer Fantasy and previously a campaign on another VTT.

Previously with Warhammer, I just had to search for WHFB4E to get mod results that worked for that specific campaign.

But with DnD5e, I find it a bit harder to search for them. Mostly since I’m not sure what I would be looking for. In some cases I got a mod that allowed players to use the languages they know! Which is great because now some of them can actively use them in text.

But I’m wondering what other DMs get mod wise that helps them or their players. I appreciate any help and comments! Enjoy your dungeons!

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The original was posted on /r/foundryvtt by /u/baileywiki on 2024-11-04 19:00:38+00:00.

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The original was posted on /r/foundryvtt by /u/theripper93 on 2024-11-04 17:31:45+00:00.

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The original was posted on /r/foundryvtt by /u/TheForgeVTT on 2024-11-04 17:31:27+00:00.

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The original was posted on /r/foundryvtt by /u/Abominablerob on 2024-11-04 02:35:02+00:00.

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The original was posted on /r/foundryvtt by /u/Grim_Mavin on 2024-11-04 02:16:52+00:00.

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The original was posted on /r/foundryvtt by /u/gazingforth on 2024-11-02 22:42:51+00:00.


Everyone knows Dice So Nice, since every YouTube video about modules touts it. But what about the modules you never hear anyone mention, but are essential for you? Mine may be semi-popular, but "Quick Insert" does not get the love it deserves. Quick search anything from spells to monsters to NPC's, the. Drag them into the scene or chat. Amazing.

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The original was posted on /r/foundryvtt by /u/TheInvaderZim on 2024-11-02 04:40:05+00:00.


After nearly a year in development, Ticket To The Afterlife - Cyberpunk RED's first Foundry campaign module - is now available for download.

Designed to give a prospective GM everything they need to run their first RED campaign out of the box, I have produced an absolute beast of a content module. The release includes:

  • An estimated 100+ hours of original mission content (approx. 30 sittings of 4 hours each) spread across 14 unique missions, designed for edgerunners of all levels, but perfect for those just starting their adventure in Night City
  • 51 new actors/NPCs, each with unique supporting art and mechanics.
  • 33 Journal entries containing mission details and unlockable/purchaseable service mechanics from the Afterlife, to keep your edgerunners alive and moving through Night City.
  • 46 original Scenes, spanning 5 districts and a dozen different locations.
  • Rollable tables for generating edgerunners to populate the Afterlife, and bounty heads to keep your party flush with cash and missions long after the campaign ends.
  • A new, unique token currency system inspired by John Wick's Continental Hotel - safety, security, comfort, humanity, bounties, and more!
  • 8 unique ambiance playlists + a Cyberpunk-themed OST by Sebdoom (redistributed with permission)
  • Complete support and integration with the Night City Gang & Corp Mook Pack, providing dozens of unique enemies and organizations for your players to battle in the Night City streets.

And... so, so much more. Like seriously, so much. Maybe too much. This project was huge.

Whether you're new to RED or a veteran GM looking for a content shortcut, give TTTA a download - you won't be disappointed.

Package Link:

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The original was posted on /r/foundryvtt by /u/CrusherEAGLE on 2024-11-01 14:58:18+00:00.

Original Title: I made a video of a few pretty important macros you need in Foundry (For the PF2e System). I hope you haven't been GMing without these! And some of these definitely need to be given to players. Let me know if these macros prove useful!

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The original was posted on /r/foundryvtt by /u/Veilza on 2024-11-01 14:26:49+00:00.


Hi there! My name is Veilza, and people who play using the WOD5E system might recognize me: A year ago I picked up development of the system and about 8 months ago I released 4.0 of the system, which came with really big upgrades to how rolls are made, localization improvements, and support for "bonuses."

Well, now I'm back! 5.0 of the system is now officially released after 4 months straight of hard work and many people helping to provide feedback during the prerelease stages, offering so much useful feedback to help me make the system the best it can be.

Also! I'm now the official system author, so you can count on me to be making updates to the system from here on and be even more on top of everything! First thing I did was clean up the package page for the system, so go check it out!

The Changes

...There are a lot of changes! Way, way too many to list in a Reddit post, but I do want to highlight some of the big ones:

  • Actor & Item Sheets Overhaul: In preparation for the future of Foundry, I've updated all the actor and item sheets to the ApplicationV2 framework, which includes a lot of improvements to the data preparation and rendering lifecycle of the sheets. In summary, things go faster now! Alongside this I took the time to completely rewrite the styling of everything.
    • Part of this includes getting rid of the old, confusing system of constructing dicepools for items: Now, you can construct dicepools with dropdown selectors and add any number of dice to construct your dicepool for an item.
    • Actors now have a ton of new pages! Biography page, Notes page (with public and private notes fields), Experience page with a fleshed out experience tracker to track what's gained and what's spent, Equipment page to keep track of armour, weapons and the new Talisman item, and a new Actor Settings page where you can change the (new) actor header background and the (also new) actor sheet background! Fully customizable in the game settings (storyteller can set what the default is for all actor sheets) and per-actor as well (which will override whatever the default is for either background image.)
    • Disciplines, Edges, and Gifts pages all got reworks so now they make much better use of the space and display power categories and their associated powers in a branching system to the left side of the page, and upon clicking on a power it'll display the power category's description (automatically collapsed) as well as the power itself to the right.
    • Features (and a few of the new items) now have a "Uses" option that can be toggled on in the item settings, which will let you set a max number of usages for that item and you can keep track of the uses left.
    • Description fields such as Biography, Appearance, Touchstones, etc, can now be toggled whether they display on the Limited view of the sheet or not.
    • "Bonuses" have been renamed to "Modifiers" - still the same functionality, but this comes with a different functionality! Now when you're adding a Situational Modifier to an item, you can look up the keys via a localized search field! So now instead of typing "skills.athletics" to apply a modifier to Athletics, you can just type Athletics and select it when it comes up! And it supports every language that the system currently supports so people using the system outside of English have an easier time creating modifiers.
    • Vampire's Frenzy button now pops up a dialog window that lets you choose whether to Ride the Wave or Resist Frenzy - and outputs chatcards after the choice, whether you start riding the wave, choose to resist and succeed, or.. even if you resist and the Beast takes over.
    • A ton of new items for tracking features:
      • Vampire: Clan, Resonance, and Predator Type items
      • Hunter: Creed and Drive items
      • Werewolf: Tribe and Auspice
    • Additionally... Even more items!:
      • Hunters now have a new type of item, Edge Pool, which will keep track of what you're rolling when using a particular Edge and its associated perks.
      • Condition items now track statuses on actors and have support for Modifiers and a brand-new system for applying Effects, such as adjusting the dots of skills and attributes, or increasing an actor's maximum hunger and rage.
      • Gear, Weapon, Armor, and Talisman items are new equipment items that help you track various items
    • More item updates!? All items now have what's called a "Data Item ID," which can be generated in the Item Settings page. If you click on the three dots in the item header, you'll see a new button if the item's in an actor sheet, called "Sync From Data Item." This lets you pull updates from a compendium or world item with the same Data Item ID. If the item is outside of an actor, this button will be replaced with a "Sync To Data Items" button, which will check through actor sheets and allow you to update items across all actor sheets with the same Data Item ID. In summary... Item syncing! Both ways! No more going through actors one-by-one to fix a typo on that one discipline power.
  • New & Updated Themes: The entire system styling got a rework and now applies some customization to UI elements outside of the actor and item sheets. Additionally, dark theme got an overhaul! And we have three brand new themes to choose from, too: Vampire, Hunter, and Werewolf theme, each themed around their own splat colours (which can be changed in the brand new..)
  • Splat Color Menu: The storyteller can now fully customize the splat colours - if you want Vampire to be blue, Werewolf to be shades of pink, and always thought Hunter seemed more lemon yellow than orange, you can make the game appear however you like! This has full support for changing just about every colour in both actor/item sheets and the splat-based themes, so be free and let graphic design be your passion from here on!
  • New Pack Attributes from Shattered Nations: You can track Territory, Community, and Spirit in Pack sheets now!
  • Custom discipline, gift, and edge categories - which can also be added via a module by defining them in the module.json file.
  • Added d10 icons next to labels that can be clicked on for rolls.
  • Added a new pause icon.
  • Werewolf forms can now have an image associated with them to shift into when you activate that form.
  • Rolling the splat dice from chat (/roll 3dv, /roll 3dw, etc) will now apply the system message styling.
  • Dicerolls from actor sheets will now appropriately apply the selected roll mode (private, blind, self, etc.)
  • ...And a lot more that my fingers are getting too tired to list!

You can find the full changelog on the Github here. I probably missed some things there, too! But yeah! It's a big release and I'm super happy with it!

Issue Tracking

People have already found a couple of issues, but if you find anything that hasn't been reported yet, please feel free to send an issue over on the Issues page! Or you can reach out to me directly on the FoundryVTT official Discord, either through the World of Darkness channel or DM directly!

The Future

As you can tell by the Issues page, there's still lots more to do! But it won't be 8 months away. This was a big rework of the underlying system code and overhauling all the frontend: I think the system's in a really good place now, and now I can double down on focusing on smaller, more frequent, targeted releases. So look forward to that from now on!

I'm going to be taking a little bit of a break after I fix up some of the initial issues people find, but then I'm going to do a big update to the wiki to make sure all the documentation is accurate for all the new things.

Thank you, everyone in the World of Darkness Foundry community who've been so supportive and so helpful since I took over active development of the system. 💜 I'm looking forward to maintaining and improving this system for years to come, even when Mage comes out. I promise.

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/foundryvtt by /u/RoyzRBoi on 2024-10-31 14:52:31+00:00.

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The original was posted on /r/foundryvtt by /u/Robhellspawn on 2024-10-29 22:51:33+00:00.

Original Title: Inspired by u/hiorthor with a station setup, here's mine! I use a 37" HDR TV for foundry, a 24" as my main monitor for DM Screen and lastly a laptop on the side to show any rulebook or OneNote with my session notes

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The original was posted on /r/foundryvtt by /u/KhaosR on 2024-10-28 15:35:16+00:00.


I haven’t seen anyone mention this program recently as a self-hosting solution that’s both free (the free tier is more than sufficient) and easy to set up.

I started using FoundryVTT a year ago but ran into issues with Port Forwarding due to my Internet provider. As a result, I began searching for alternatives. I now run FoundryVTT on a Raspberry Pi 4, and so far, this solution has worked best for me:

remote.it

What I like about remote.it is that players don’t need to install anything. I configure it on my end, send them the link, and they’re set. Plus, I can access it from anywhere using the mobile app, and I can generate a new link at any time.

There is an option for a “Persistent public URL,” but I found the connection slightly slower and less reliable.

I hope this info helps others set up their own Foundry server!

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The original was posted on /r/foundryvtt by /u/Mofongo_12 on 2024-10-29 03:02:29+00:00.

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The original was posted on /r/foundryvtt by /u/baileywiki on 2024-10-28 21:38:34+00:00.

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The original was posted on /r/foundryvtt by /u/Arcane_pages_vtt on 2024-10-28 06:56:38+00:00.


Hello! I wanted to share with you some animated tokens I created for my players. Do you think they are cool or boring? If you feel like it, feedback is highly appreciated.

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The original was posted on /r/foundryvtt by /u/Ceevu on 2024-10-27 19:05:40+00:00.


Hi folks. I'm looking to find some dnd5e actual play that uses Foundry. While I'm interested in the stories, I'm also interested in seeing how other DMs use the game system and mods for their games.

Any recommendations?

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The original was posted on /r/foundryvtt by /u/godzillabacter on 2024-10-26 21:52:02+00:00.


What do you consider best practices for the overall structure of your Foundry games? Some specifics include:

  1. When do you start a new World? Once per system? Once per group? Once per campaign?
  2. How are you structuring your scene/actor/item/etc browsers? Are you using folders? If so, how are you grouping things?
  3. How/where in your file system are you storing non-game specific assets (like generic background music) so it is easily available in multiple worlds.
  4. What are you moving into compendia and when?
  5. Anything other ways you structure things that may be helpful for others running games.

[System Agnostic]

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The original was posted on /r/foundryvtt by /u/Sketching102 on 2024-10-25 08:19:23+00:00.


I'm a 3-year GM/TTRPG player who runs and plays games in Forged in the Dark systems and PF2e + D&D5e so far (still branching out). I have my own homebrew campaigns in each of these systems but it's very time consuming. I want to be able to run more games without as much prep.

Do you know of any really good adventures? Primarily looking for D&D and PF2e (BitD doesn't tend to have ready adventures and is very light on prep anyway), but I'm willing to try new systems as well, and I'm reading the ruleset for LANCER atm, and a ready-out-of-the-box adventure would be helpful for that too.

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The original was posted on /r/foundryvtt by /u/hiorthor on 2024-10-24 22:48:14+00:00.

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The original was posted on /r/foundryvtt by /u/butterdrinker on 2024-10-24 19:47:12+00:00.


I’m here to share a new module I’ve been working on today called Narrator Portrait Spotlight.

It’s designed to showcase your NPCs in your scenes super easy and clutter-free.

Here’s what it does:

  • PCs on the Left, NPCs on the Right: The module automatically places Player Characters (defined as tokens with at least one user player owner) on the left side of the screen, while all other tokens (NPCs) show up on the right.
  • Handles Multiple Characters: If you have multiple PCs or NPCs, their portraits are slightly offset to prevent them from overlapping. T

Using the Module

The module includes a macro named "Toggle Portrait Spotlight" in the module compendium.

  • Drag the macro to your hotbar for easy access.
  • To Add a Portrait: Select the token (PC or NPC) and click the macro. The portrait will appear on the designated side.
  • To Remove a Portrait: Select the token again and click the macro. The portrait will fade out and be removed from the spotlight.

Why a Macro?

I opted for a macro instead of a complex UI because it’s quicker and more flexible. You can assign it to hotkeys and remap it as needed.

Current Status

The module is pretty solid with tall and narrow images, but I’m still ironing out the issues with wider portraits. Your feedback is welcome!

Let me know what you think and if you have any suggestions or run into any issues!

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The original was posted on /r/foundryvtt by /u/MammothFactory on 2024-10-24 14:08:15+00:00.

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The original was posted on /r/foundryvtt by /u/KingTreyIII on 2024-10-24 01:13:42+00:00.


Uncheck "Ring Enabled" in the Appearance tab of Prototype Token

The modules are built with the dynamic token ring stuff in mind and apparently that means that the "Subject Texture" image takes priority over the "Image Path" further above.

Spent, like, 45 minutes pulling my hair out trying to figure out why I couldn't change the token image for the orc scrapper.

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The original was posted on /r/foundryvtt by /u/Dependent_Cow_8189 on 2024-10-21 20:18:01+00:00.


Excellent work by MangoFVTT to get their crucial module back up and working with DnD5e v4

My players found DnD5e genuinely unplayable without this critical module.

Thank you - I can be excited to play with my group again (instead of worriing about an evening long moan fest of them not understanding how to roll the blooming dice).

[As always folks - lessons learnt... snap shot/back up your stable game build, incase you do something stupid...]

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The original was posted on /r/foundryvtt by /u/Unno559 on 2024-10-21 19:46:35+00:00.


I stumbled across a post about Dim Light that was labeled as answered, but none of the people who commented seem to actually understand how to use Dim Light in a scene. I write this post in hopes of shedding some light on the subject for everyone (hehe)

TL;DR You need to adjust your "Darkness Level" within the scene config, if your scene has 0 Darkness Level then Dim and Bright Light will look the same.

_________________

The original post shared a picture like this one, and asked why there's no difference between the Dim and Bright lights. Quite a few people responded with suggestions of changing the light color, or changing attenuation, but none of them mentioned the actual solution to the issue (even though the post was marked answered).

The solution can actually be found within the scene configurator here. The "Darkness Level" of the scene tells the canvas how much shadow exists between white and black, it accomplishes this by adding a night blue overlay to your scene, darkened to the degree you dictate. Personally I like 0.8 in a dark dungeon.

Here is an image of the exact same scene with the exact same lights, the only thing I did in between the 2 images is adjust the darkness level for the scene as shown in the middle image. You can tell now that the light in the middle is normal split, the leftmost is fully dim light, and the rightmost is full bright light.

I've heard some people say they don't like the blue tint at first glance, but in a mapped out dungeon it works as intended; everything becomes darker and lights glow as they should. The best examples you could look at would be premade PF2E adventure path dungeons where the lighting is pre-setup.

Hope this helps!

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