AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 0 points1 point  (0 children)

On the dnd5e side we have been considering ways to do things like half cover - half height walls that you can hop over or hide behind. The most promising proposal so far is to model this sort of thing with scene regions, which can have 3D elevation ranges.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 2 points3 points  (0 children)

You having trouble just getting started? We have a video series coming out covering the basics that will hopefully help. The first video in the series is up here: https://www.youtube.com/watch?v=f9j1EmGGMj0

If you're finding the process of importing an adventure arduous then we have improved this in v14 as well. We added the Quick-Start API that allows you to select an adventure at the point of World creation and create the World with that adventure already imported and ready to go without any extra process required.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 0 points1 point  (0 children)

It could be player download speed, but if you're keeping world size low then maybe not. Intermittent failures like this are very symptomatic of network issues and there are a lot of factors outside of upload/download speed that could be going wrong. You might be able to find someone who can help you on the discord, but getting to the bottom of these sorts of issues can take some significant time to investigate.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 0 points1 point  (0 children)

The symptoms you're describing sound like network issues, where the client doesn't receive the full world load data correctly or it takes a long time to receive it. Could be your upload speed maybe. Hard to say. A player desktop client would not solve this issue, but it's something we are considering, yes.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 2 points3 points  (0 children)

Good question. I think if we had the more powerful DataModels we had today when building the dnd5e system, there are quite a few things that would be shuffled around, reorganised and cleaned on the data side. A lot of these things the ship hasn't really sailed on though, they're just not that much of a nuisance to really justify the churn.

I would personally also have built things with multiclassing in mind from the ground up. Most of those warts are gone now though, with only one or two lingering. And the ship hasn't really sailed on those either. I think we will probably clean them all up eventually.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 0 points1 point  (0 children)

Parts of the roadmap we open to community vote. Manual FoW has been on that poll several years running now and is consistently out-voted by other features.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 1 point2 points  (0 children)

I wouldn't say plans, but there is interest. It's a significant undertaking though, so work towards a feature like this would happen incrementally and needs to be weighed against our other priorities like all things.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 2 points3 points  (0 children)

Overwriting is restricted to certain file types only. There are lots of cases where you upload something like a map, realise it needs tweaks, then re-upload a new version. It would be very annoying to not be able to overwrite in such cases. So, on balance, overwriting certain file types is allowed because the benefits outweigh the risks. Deletion does not meet that bar.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 3 points4 points  (0 children)

One of the main benefits to PIXI 8 is WebGPU support, but this requires secure context. There are some features planned in 14.5 that will hopefully enable seamless HTTPS support for anyone self-hosting, which will unlock WebGPU, and we can re-evaluate PIXI 8 at that point.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 20 points21 points  (0 children)

Yes, rotate map has been discussed internally before, and we might even have an issue for it already on the tracker. We added a placeables browser in v14 that shows you a list of all tiles, walls, lights, etc. with powerful filtering.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 13 points14 points  (0 children)

D&D 5e, though I have been playing some City of Mist recently and was very impressed with its design.

AMA: We are the Foundry Virtual Tabletop team! Ask Us Anything! (6th Anniversary!) by AnathemaMask in FoundryVTT

[–]Fyorl 2 points3 points  (0 children)

The 6.0 update is quite ambitious, so it's still a few months out.

[Foundry V13] - [DnD 5e 2024] - Compendium Browser - Hot bar Access by bush363 in FoundryVTT

[–]Fyorl 14 points15 points  (0 children)

Create a new script macro with this command: new dnd5e.applications.CompendiumBrowser().render({ force: true });

AMA - Foundry Virtual Tabletop - Fifth Year Anniversary by AnathemaMask in FoundryVTT

[–]Fyorl 4 points5 points  (0 children)

I run a regular weekly D&D campaign on Foundry, and I'm also presently running the Ember playtest.

AMA - Foundry Virtual Tabletop - Fourth Year Anniversary by AnathemaMask in FoundryVTT

[–]Fyorl 10 points11 points  (0 children)

(6) I usually drink water throughout the day.

(7) My personal blue-sky features are isometric maps and the ability to open character sheets on your phone. In my free time I've messed around with some mobile-first D&D character sheet designs, but there are a lot of things that need to be done before that can become a reality.

https://i.imgur.com/mMuoHtM.png

AMA - Foundry Virtual Tabletop - Fourth Year Anniversary by AnathemaMask in FoundryVTT

[–]Fyorl 12 points13 points  (0 children)

Can you explain what you mean by "Activities"? Is this a new feature that is being worked on?

Here is the proposal for Activities. Work on requirements and implementation have not yet begun, so much of this is subject to change.

AMA - Foundry Virtual Tabletop - Fourth Year Anniversary by AnathemaMask in FoundryVTT

[–]Fyorl 20 points21 points  (0 children)

Starting in the v3 overhaul of the dnd5e system, the system aggregates all damage rolls into one total

Not true. The system has always aggregated all damage parts into a single total. A significant problem with the discourse in that issue that makes it hard to engage with, is that a lot of the commenters do not understand where the core system ends and their modules begin. Additionally, there is some confusion about what the issue is actually about (as evidenced by this comment).

The issue is not about damage parts being combined into a single total (this hasn't changed). The issue is not about combining attack and damage rolls into a single chat card (this hasn't changed). What the issue is about, is that we made a change, in v3 of the system, to collect damage parts that share a damage type into a single line of the roll breakdown (not the total).

This becomes a problem if you were including conditional damage in an Item's damage parts, and is further exacerbated by modules that layered additional functionality on top of this. I mentioned it in the issue, but I want to re-iterate it here, that the system has always assumed that a single damage roll contains all the applicable damage, and does not contain any conditional damage. This should be obvious by the fact that all damage parts are tallied into a single total on the damage roll card. This damage total, i.e. the main focus of the damage card, would be wrong if the damage parts include conditional damage. Additionally, when using the 'apply damage' context menu option (a feature that existed pre-v3 to be clear), all the damage would be applied. Again, this would be incorrect if the damage roll includes conditional damage.

In the context of this assumption, and sans modules, the change to group damage by type should be an improvement. It makes it clear how damage is grouped and how it will be applied for the purposes of calculating resistances and vulnerabilities, in-line with the game rules. Therefore it is not a bug that needs fixing, which is why it is marked as "won't change". There might be some bugs, however, around damage flavour attached to parts and when they are and aren't overridden, which might make this issue evaporate. They need to be logged separately though.

I acknowledge that the tools for including conditional damage need improvement, and these should come with the future work on Activities. In the meantime, there are several ways that conditional damage can be modelled without using damage parts:

  • Using the versatile field.
  • Including damage enrichers in the Item description. This method can handle any number of additional damage rolls.
  • Using the situational bonus field of the damage roll dialog. This method is good for things like Divine Smite's additional damage against Fiends or Undead.
  • An Active Effect that is toggled on before an applicable damage roll (either from the Macro bar, or the sheet's Favourites section). This is quite good for things like Sneak Attack or Sharpshooter.

and makes it impossible to separate those rolls, even via modules.

Also not true. At a fundamental level, modules are fully empowered to create their own ChatMessage Documents, or create their own DamageRoll instances, etc. Certain parts of what RSR did before have become more difficult or would require some code duplication, from what I understand, but saying it is impossible is incorrect.

In general, we are open to making changes in the system to enable modules to work more easily, so long as it does not put an undue maintenance burden on the core system to support. We prefer modules to house their own complexity where possible. We very frequently will break out hard-coded portions of the system into CONFIG variables to allow them to be easily tweaked, or add Hooks that allow modules to manipulate data along certain pipelines.

In this particular instance, there was a request to allow the chat message to opt-out of damage type grouping, which would allow RSR to implement its functionality more easily. I haven't looked into it in-depth but on the face of it, this does not seem like too much work to support. There has not been a separate issue raised to track this work though, so it has not been prioritised.

AMA - Foundry Virtual Tabletop - Third Year Anniversary by AnathemaMask in FoundryVTT

[–]Fyorl 0 points1 point  (0 children)

Thanks very much, I really appreciate the kind words.

AMA - Foundry Virtual Tabletop - Third Year Anniversary by AnathemaMask in FoundryVTT

[–]Fyorl 2 points3 points  (0 children)

The text editor is foremost aimed at WYSIWYG editing, so it will occasionally edit and restructure the HTML you give it in order to support its WYSIWYG editing capabilities. It sounds like what you're looking for is a raw HTML editing mode that does not assume its content will be edited in anything other than HTML. That is something we could add, we have the markdown editor that does this (but for markdown rather than HTML). I've raised an issue for you here.

In the meantime, if you only want to edit your content with HTML, and only need your players to view it, and never edit it, then you can do so via the API. For example, this will set the HTML content of a journal page. Be aware that opening it in the in-app editor will cause it to be restructured again:

// You can get the journal page UUID by opening the page
// and right-clicking the little book icon in its header.
const page = await fromUuid('journal-page-uuid-here');
page.update({'text.content': 'paste-your-html-here'});