Castles & Crusades Ruleset for Fantasy Grounds VTT

This is Dr. Venture from the Fantasy Grounds forums. This is a place for users of the Castles & Crusades ruleset for FG to suggest ideas for future development, and vote on the ideas that they think would most enhance their gaming experience. I can't promise I'll get to them all, but I'd like to have an idea of what folks are yearning for. Please join in!
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10 votes Vote

Situation Panel for current setting/conditions.

Perhaps this could be attached to the bottom of the chat window. It would be a panel to indicate basic conditions of the game setting, such as current weather icon, wind speed icon, relative temperature, a sentence to describe the setting (i.e.,...
dr_venture, 06.04.2013, 18:51
1 comment
10 votes Vote

Show Effects on tokens on the battlemat

Presumably in the tooltip.
Response from the site administrator
dr_venture, 06.09.2013
dr_venture, 12.04.2013, 18:14
0 comments
9 votes Vote

Shopping cart functionality for big purchases.

This would be a window that players could add items to like a shopping cart before purchasing. The total price to purchase the items would be shown, as well as any other pertinent totals, such as total AC of items, total weight, etc. The player...
dr_venture, 06.04.2013, 18:37
1 comment
8 votes Vote

Make collapsible/filterable Effects categories.

All Effects have to be in 1 giant list right now - it'd be nice to include categories that could be shown or hidden.
dr_venture, 06.04.2013, 20:39
4 comments
8 votes Vote

Make collapsible/filterable Modifiers categories.

All Modifiers have to be in 1 giant list right now - it'd be nice to include categories that could be shown or hidden.
dr_venture, 06.04.2013, 20:41
0 comments
5 votes Vote

Additional mood settings

I'd really like to have at least a rainy day option, and maybe a bluish one for arctic conditions? I'm sure there are more.
dr_venture, 06.04.2013, 18:43
0 comments
5 votes Vote

Magic weapons do not add plus to damage

What's really neat is that if you list a weapon as "sword +1 (1d8)" then it automatically adds 1 to the to hit roll. What's not so neat is that it doesn't add that +1 to the damage roll :(
phantomwhale, 22.03.2014, 01:00
1 comment
4 votes Vote

Party XP sheet should allow two entries with the same name

Rather than being forced to create encounters with unique names, it would be nice to drag the same encounter to the party XP sheet twice. Why ? Well, if it's a wandering monster encounter, it could happen multiple times, and I might forget to...
phantomwhale, 22.03.2014, 01:10
0 comments
4 votes Vote

Allow parcels to be associated with encounters

Be good to allow a parcel link on an encounter, so you can easily link to the encounter loot. More useful for "looting the corpses" style parcels (mundane weapons and armor from the dead creatures), such that having it in the story might seem...
phantomwhale, 22.03.2014, 01:45
0 comments
3 votes Vote

Export menu could remember settings

It's quite frustrating to keep adding the same info to the export menu every time - be good if it could remember the last values input
phantomwhale, 19.03.2014, 01:23
2 comments
3 votes Vote

Lock entries on export

When exporting a new module, it would be great to lock all story, item, parcel, personality and encounter entries (and anything I've missed off). I would imagine most people using the exported module would prefer everything locked by default,...
phantomwhale, 19.03.2014, 01:26
0 comments
3 votes Vote

Variable treasure in parcels

It would be great to specify dice for treasure parcels (e.g. the goblins have 1d4sp each) which can be rolled for as needed.
phantomwhale, 19.03.2014, 13:28
0 comments
3 votes Vote

Rolling an attack from a monster sheet doesn't add the correct Base to Hit

But when you move that creatures into the combat tracker, it computes the BTH bonus and uses it. Surely this could be calculated and added from the NPC sheet too.
phantomwhale, 22.03.2014, 01:22
0 comments
3 votes Vote

Have an optional setting to tell the effect to update on the combatant's turn, or at the end of the turn.

I think some people would prefer to play this way - I know I have a specific circumstance where I'd like to apply it.
dr_venture, 24.03.2014, 09:03
0 comments
2 votes Vote

Should be some mechanism to automatically handle monsters with Initiative modifiers.

Some monsters are very fast, some monsters are slow, and some monsters always go last in combat... yet there is no FG game mechanism to handle this. In order to avoid having to redo the Monsters and Treasure module, and in recognition that C&C...
dr_venture, 23.03.2014, 12:42
0 comments
1 vote Vote

Club listed as 1d6 damage in library's weapons list

Whereas it (correctly) gets marked as 1d6+1 damage when dragged from the library's weapon list onto a player sheet. Suspect this means the weapon list is populated from static data, rather than looking up the values from the contained weapons -...
Response from the site administrator
phantomwhale, 23.03.2014
Club entry will be fixed in the next release (3.0.4)
phantomwhale, 06.02.2014, 15:36
0 comments
1 vote Vote

Alternate Initiative

OK, this is kinda out of left field, by it's a personal interest of mine based on an idea that I read about somewhere online. Perhaps it should be an extension? Basically, C&C uses the old 'roll initiative' then cycle through the results to...
dr_venture, 06.04.2013, 21:12
3 comments
1 vote Vote

Player combat tracker controls floating a little too high

The player combat tracker controls are floating a little too high, such that they are only half on the bottom bar where they belong.
Response from the site administrator
phantomwhale, 24.03.2014
Fixed in the next version
phantomwhale, 03.02.2014, 03:17
0 comments
1 vote Vote

encounter random dice roll unit amounts

For encounters, instead entering a fixed value allow to drag & drop a die (d4,d6,d8,d10,.. +modifier field) on the amount to randomly generate different amounts, which could then be easily parsed to the combat tracker. Works well in combination...
Targas, 29.01.2014, 08:28
0 comments
1 vote Vote

Empty Party sheet rolling causes errors

When you open up an empty Party Sheet, pressing either the roll Ability or Party Attack buttons throw errors in the console: Script Error: [string "ps/scripts/ps_roll_ability.lua"]:22: bad argument #1 to 'pairs' (table expected, got nil)...
Response from the site administrator
phantomwhale, 23.03.2014
Scheduled for next release (3.0.4)
phantomwhale, 29.01.2014, 23:50
1 comment
1 vote Vote

No separate field for hit points and hit die.

Because of that, there's no way to enter a monster with a set number of hit points, such as a demon that is listed as having a HD of "20(d4) (110)" You have to enter "20(d4)" because it assigns hit points and designates the creature's Bonus to...
dr_venture, 22.03.2014, 15:11
1 comment
1 vote Vote

Icons for encounter creatures can be changed, but actual icons will all be the same as original icon.

1) Create an encounter with 5 skeletons by dragging the skeleton record from the M&T module to an encounter record. Make sure that there is a default token for the creature. 2) Notice that there are 5 icons or empty icon "slots" for the...
dr_venture, 22.03.2014, 15:33
0 comments
1 vote Vote

Size field for Monster personalities should be able to contain extra data.

Currently, the CT automatically sets actor reach and size to 10' for creatures with a size of "Large." However, many lager creatures in the Classic Monsters module contain extra size info, such as, "Large (12')"... and for these creatures, the CT...
dr_venture, 23.03.2014, 16:06
0 comments
1 vote Vote

NPCs: allow Primary/Secondary attributes

When they are of the type, "Character," make the attribute abbreviations (i.e., "Str," etc) clickable and tri-state, just like the attribute titles on the main character sheet (red for Primary, blue for Secondary). The, according to the setting...
dr_venture, 03.07.2014, 15:46
0 comments
0 votes Vote

Change the default text chat type to OOC

Since most chatting in a game is done by players and GM speaking to each other about the game, as opposed to players speaking in character, perhaps the default type of speech in the game should be OOC. Then I would change the 'in character' chat...
dr_venture, 29.04.2013, 21:57
0 comments
0 votes Vote

Hotkey support for player "Turn Complete" button

The GM can drag the "next actor" button to the hotkey bar and invoke it from there. It would be great if players could do the same with the "turn complete" button
phantomwhale, 03.02.2014, 03:18
1 comment
0 votes Vote

Script error on spells mini sheet

The spells mini sheet currently throws a script error regarding a missing spacer element
phantomwhale, 25.03.2014, 02:44
0 comments
0 votes Vote

Lighting/vision effect

players vision on map is limited by torches line of sight.
Ricky Vaughn, 11.12.2016, 03:12
0 comments