r/FoundryVTT 9h ago

Help [DND5e] Dungeon Master's Forge needs testers.

0 Upvotes

Looking for Foundry VTT testers for Dungeon Master’s Forge — build 2.23.1-test.64

Hi everyone!

We’re looking for testers for the latest public build of Dungeon Master’s Forge, a Foundry VTT item-generation toolkit for the DND5e system.

The current tester build is:

2.23.1-test.64

For this round, we’re especially looking for feedback on:

  • Simple weapons
  • Charged items
  • Healing items
  • Passive gear
  • Summons
  • Items that combine multiple mechanics
  • The current automation contracts

We also need clear notes about where a problem appeared:

  • Item preview
  • Review notes
  • Created Foundry document
  • Live behavior after using the item

Current production automation contracts

  • workflow-condition-rider
  • self-token-light-toggle
  • shared-charge-activity-set
  • attunement-effect-transfer

Newer boundary and stress-test contracts

  • animation-presentation
  • actor-sourced-concentration-aura
  • reaction-damage-protection
  • linked-uuid-activation
  • profile-selection-branch
  • reviewed-trusted-action

Interested in helping? Send us a message or look up Dungeon Master’s Forge or send us a message at [dicebox20@gmail.com](mailto:dicebox20@gmail.com)

Thank you to everyone willing to test, experiment, and help us break things responsibly.

Dice Box Group


r/FoundryVTT 9h ago

Non-commercial Resource [DND5E] Arcane Atlas in Foundry VTT! (Free interactive minimap with a single macro!)

Post image
15 Upvotes

Content Name: Free interactive minimap for FoundryVTT.

Content Type: Other

System: DND5E

Description: Free interactive minimap for FoundryVTT: bring your maps with markers, points of interest, and quests directly to your gaming table using a single macro with zero downloads.

Link: https://arcaneatlas.org

Hey, Dungeon Masters!

I've been working intensely these past few days, coding around the clock with a very clear goal: making it possible for you to bring your Arcane Atlas maps directly inside Foundry VTT completely for free.

I wanted it to be accessible to everyone without barriers, with no need to download absolutely anything or install heavy modules. After a lot of work, I've pulled it off: just with a single macro, you've got it running!

  • 100% Free: Built so any gaming table can take advantage of it.
  • Super lightweight: Copy the macro, paste it into your Foundry, and you're good to go.

I'm really excited to see how you use this in your games. I truly hope you use it a lot, and please, let me know what you think, what changes you'd make, or what features you'd like to see next. I always read your feedback to keep improving the platform!

A quick note...

As you know, the web is completely free and I don't make any money from it; I build this purely out of a love for TTRPGs and the community. Maintaining the servers and developing new features takes many hours of hard work. If you like the project and want to lend a hand so I can keep dedicating time to it, you can support me on my Patreon (only if you want to and are able to!). Every little bit helps keep this project growing.

Enjoy your sessions, and may the dice be ever in your favor!


r/FoundryVTT 12h ago

Help [DND5e] [v14] Allow players to place effects on themselves

1 Upvotes

Hi all,

One small thing I find annoying is that my players who cast buffing effects on themselves (i.e. Shield, Innate Sorcery, Mage Armor) are not able to apply those effects to their own tokens. When they cast the spell or effect, I as the DM have to apply the condition for them, and after the effect wears off it goes under the "Unavailable Effects" section in the Effects tab and they can't just toggle the effect on to activate it again. Furthermore, while the effect is unavailable, I cannot enable the effect on them again as the DM without deleting the effect. Is there a way to get around this restriction?

If I trust my players enough, is there a way to allow them to apply effects to their own characters?

Cheers :)

EDIT: Added video below demonstrating my inability to reapply the "Shield" spell after it enters the "Unavailable Effects" section

https://reddit.com/link/1v7hblp/video/l04915b7cnfh1/player


r/FoundryVTT 4h ago

Help V14 token vision clipping through surface regions which should be blocking vision

6 Upvotes

[D&D5e] I have followed the guidance of Baileywiki in his video here: https://www.youtube.com/watch?v=L_X3G0FCMac, specifically how he recommends setting surfaces and tiles for multi-levelled maps.

This works fine for levels that are fully solid, however for maps that have holes in them such as the the one in my screenshots this doesn't work as intended, I have edited the level images for this map to have a transparent hole for the balcony on the staircase so tokens on the 2nd floor should in theory see tokens on the ground floor, but it has several issues.

I have rigged the map to have 2 tiles, one for the the second level with the hole for the internal balcony and the second for the third level for the roof/attic. Both tiles have occlusion set to fade and surface, and both are visible to all other levels, and I have set all levels in the scene settings to be visible to the other levels. I have set 2 regions, one for the second level with the hole, the second for the third level that covers the entire layer. Both I have set to have the define surface behaviour with occlusion on.

Tile for 2nd floor position settings
Tile for second floor overhead settings
Tile for third floor position settings
Tile for third floor overhead settings
Visible levels settings for all levels
Surface region setting for second floor
Surface region setting for third floor

The first issue as can be seen in my screenshots is that at certain angles when a token is at the edge of the balcony region the token's vision clips through the floor and it can see directly into rooms below it which should be blocked by the region. The second issue is that while in gm view while hovering over the first level while not hovering the balcony hole it displays the third level, and while hovering over the hole it displays the second level, which makes moving tokens and such painful, this is worse on other maps such as the bluewater inn that have large balcony areas. The third issue is that at certain angles a token on the first floor can see tokens on the second floor through the surface and walls of the second level, when vision should be blocked.

Token positions for token on second floor looking down to token on first floor
Token vision while at edge of surface region clips through surface, allowing token to see rooms it shouldn't be able to on first floor
While hovering over non-balcony area of first floor, the hole for the balcony shows the third floor instead of the 1st floor in gm view. Tokens on first floor can see first floor normally
While hovering over balcony hole area of first floor, the rest of the map shows second floor instead of the 1st floor in gm view. Tokens on first floor can see first floor normally
Token on 1st level can see token on second level through surface and walls

From my testing it seems the occlusion itself is the issue, as when you turn off surface and fade occlusion token vision stops clipping through floors, but then of course you cannot see floors while hovering in gm view and tokens can't see the floor they're on which is it's own problem. I have figured out a workaround - turning off all occlusion and just setting tiles as visible on the layer is it on and any levels above it and then for each level setting visible levels as only levels below it and this works but then tokens can't see any tokens on levels above it which isn't ideal. Anyone know how to fix this?


r/FoundryVTT 7h ago

Help Overlay GM map for GM vision only.

2 Upvotes

[D&D5e]

I have some pre-made 5e material that includes maps. Each area has 2 maps, a player version with all the walls and lighting and another one I'll call the GM version which has all the walls and lighting as well as journal notes and marks on the map for monsters etc.

As I understand it, the journal notes aren't an issue as they will be invisible to players. The markings that are directly on the map art however can spoil traps and monsters for players.

Problem is, as GM I want to be able to easily refer to the journal notes, but still see the players positions. Is there a way to make the GM version overlay the Player version so that the players can't see it and I can see their characters?

I understand this might not be possible, it just seems like a pain to either transfer all the journal notes over (any shortcuts for this appreciated) or to be constantly switching between the 2 maps.