Showing posts with label D&D 2024. Show all posts
Showing posts with label D&D 2024. Show all posts

Sunday, June 1, 2025

Fantasygrounds Unity: Importing an NPC from a text stat block.

 Fantasygrounds has been my primary VTT of choice for many years now. For most of that time I have been running games using official WoTC D&D 5e campaigns. Recently, I have been working on a conversion of the classic D&D modules T1 - 4 The Temple of Elemental Evil which I purchased a number of years ago from DMsGuild. 

How I manage the conversion

In FantasyGrounds I create a new campaign to hold all the information from the original module and any additions I deem necessary and then export the campaign contents as a module to reference in the active campaign. I will not go into the details of this here, though if people are interested, they can let me know in the comments. 

There are some videos that cover this and many more topics here. 

This post is primarily for my benefit, to remind me of my process and in particular to let me remember, how I approached this, and some of the issues I had in the process and how I troubleshot those issues. 

The NPC character sheet in FantasyGrounds

The basic info on the NPC character sheet on FantasyGrounds Unity can be found here 5E NPCs and Encounters - Fantasy Grounds Customer Portal - Fantasy Grounds and pretty good introduction to text import of NPCs can be found here Using the NPC Importer

Some further information here Generating NPCs and Content for RPGs with AI Toolshttps://static.wixstatic.com/media/33b97f_7b4f32f552d54bc5b0ba0fd9459dcf15~mv2.png

I have a number of sources of NPC information, I can copy existing NPC statblocks and modify them and I can create an NPC from scratch by filling in the information directly into the NPC character sheet in FantasyGrounds or I can import text statblocks from D&DBeyond or other websites or pdfs I have purchased or that are freely available on the internet. 

A text NPC statblock can look like:

"Fred
Medium humanoid (human), Chaotic Good
AC 20
HP 30
Speed 30 ft.
Str DEX ........    etc"

Instructions for using the NPC importer can be found in the video linked under "Using the NPC Importer" which gives a very good overview of the process. The problems arise when this process does not work to produce a complete statblock.
These issues arise from the formatting of the statblock presented for import and how it deviates from what the import parser expects. 
There are 3 formats currently supported: "024 Core Rules " the expected default, the ""024 D&DBeyond" format and the ""022 Monsters of the Multiverse" format. I am not sure how the D&DBeyond format differs from the "Core Rules" version. 

The NPC stat block Import tool





The issue in that often any given third party statblock may not follow that format exactly.

One of the sources I was using for NPC statblocks is a conversion guide available from DMsGuild called "The Temple of Elemental Evil conversion guide with maps by Andrew James Woodyard and Eric Noa"

From the picture above one can see an example of an NPC statblock for import. Things to note for 2024 Core Rules the Armor Class is expected to be AC and Hit Points as HP followed by the number and so on. The issue I was having was that initially I had "Armor Class" and "Hit Points" and the initial sections were not parsing. 

The two panes in the tool are on the left the base statblock and on the right any world building or DM notes in the NPC.

Once I changed it worked until the parser got to the ability scores and then it failed, initially completely and then after some searching it would convert Str but nothing until traits.

An NPC character sheet that did not import correctly
A failed attempt to import. 

In this iteration I was getting as far as Dex before the parser failed. As one can see the Stats for Con, Wis and Cha are all 0

 
What I discovered that if one viewed the notes tab of the FantasyGrounds NPC Statblock it appends the Statblock to the Notes. 
See the image below. 
NPC Character Sheet with Notes Tab shown with an arrow.
NPC Character Sheet







Switching to the Notes table reveals that the Dex save shown on the right is the default derived from the Dexterity ability (12) of +1 and not the actual save in the original ability section from the text source.

This can be seen in the image of the notes section on the right, captioned "Elmo Notes".

Elmo Notes
Here the save modifier for Dex save is blank and that indicated that there are too many spaces in the ability scores block between the Dex modifier and the save modifier. 

Incorrect formatting in this section can result in a complete failure to import most of the statblock. An NPC record will be created but most of the information past the point of failure may not be imported.

What I have noticed is, it is very easy to get the ability score formatting wrong, and nothing gets imported or it skips the ability scores and the skills, senses and other parts of the NPC information between the ability scores and the traits section.

It is a matter of trial and error to correct this. Just delete the failed imported NPC records in Fantasygrounds. 

It is probably a good idea to set the NPC Group to "Uncategorized" when initially importing and then move the final version to the category it should properly occupy at the end. By initially importing into a category that is unpopulated or has a low population makes it easy to find the record that was imported. 

Keyword ordering is also important, for instance, my imports were not bringing in the XP value of the nps. Again, looking at the Notes tab version of the statblock makes this more obvious. Since I can see an XP entry but one with no value and then realized that the 2024 version places the numerical value at XP not before. 

 


Sunday, November 10, 2024

Is Conjure Elementals Really Broken


Does Conjure Minor Elementals damage apply to multi target cantrips like Eldritch Blast?


Hi all,

Treantmonk a prominent YouTuber recently did a video (recent as in the last 3 months 😊) on how the spell Conjure Minor Elementals breaks the game of D&D. I think he may be interpreting the rules incorrectly.

Now the basis of his argument centres around the example of a valor bard build with a one level dip in warlock.

The Warlock dip is to access Eldritch Blast cantrip and the Valor Bard is because Conjure Minor Elements is not natively on the bard spell list, but they can grab it at level 10 with the Magical Secrets feature, and they get the cantrip Shillelagh also. The valor subclass can also, at level 6, if they take the attack action, they can swap out an attack from the Extra Attack feature with a cantrip.

To set up the whole thing, the bard is using the cantrip Shillelagh to make their attacks and then swap out an extra attack to cast Eldritch Blast, and since their initial attack (using shillelagh) uses a club, which is a light weapon, that allows an extra off hand attack with the bonus action, with another light weapon.

At the end of all of this, at level 11, the Valor Bard 10/Warlock 1 gets 6 attacks per turn and with Conjure Minor Elementals up and running (Plus 4d8 extra damage) they get six attacks per turn.

• 3 from Eldritch Blast
• 1 from the club attack via Shillelagh
• and 1 from the light weapon bonus attack

Or do they?

My argument is that that bard/Warlocks only gets 3 attacks, they make 6 attack rolls but only 3 attacks.

That is, Eldritch Blast as a cantrip give one attack within the meaning of the rules even as it gives multiple attack rolls. There is a reason that the rules glossary distinguishes between an attack and an attack roll.

First let’s look at the relevant text of the spells in question:

"Shillelagh

Transmutation Cantrip (Druid)
Casting Time: Bonus Action
Range: Self
Components: V, S, M (mistletoe)
Duration: 1 minute

A Club or Quarterstaff you are holding is imbued with nature’s power. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using that weapon, and the weapon’s damage die becomes a d8. If the attack deals damage, it can be Force damage or the weapon’s normal damage type (your choice).

The spell ends early if you cast it again or if you let go of the weapon.

Cantrip Upgrade. The damage die changes when you reach levels 5 (d10), 11 (d12), and 17 (2d6).
"

Ok, this seems to be ok and allows the Attack Action to be conducted using Shillelagh and since the character has Extra Attack, they can make 2 attacks in a turn plus a bonus attack with a light weapon on turns other than the one they cast Shillelagh.

So far, so good, what about Eldritch Blast?

"Eldritch Blast

Evocation Cantrip (Warlock)
Casting Time: Action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You hurl a beam of crackling energy. Make a ranged spell attack against one creature or object in range. On a hit, the target takes 1d10 Force damage.

Cantrip Upgrade. The spell creates two beams at level 5, three beams at level 11, and four beams at level 17. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.

"


Here there is some interesting wording. The Casting time is one action but not terribly relevant since the level six Extra attack feature allows the substitution of a cantrip for one of these attacks.

Eldritch Blast however in the main body refers to the cantrip making a ranged spell attack as the effect of the spell but the extra beams are not referred to as separate attacks but as attack rolls. My view is that the cantrip only counts as a single attack, even if directed at multiple targets.

Now looking at Conjure Minor Elementals and the glossary definitions of Attack and Attack Rolls:


“CONJURE MINOR ELEMENTALS

Level 4 Conjuration (Druid, Wizard)
….
You conjure spirits from the Elemental Planes that flit around you in a 15-foot Emanation for the duration. Until the spell ends, any attack you make deals an extra 2d8 damage when you hit a creature in the Emanation. This damage is Acid, Cold, Fire, or Lightning (your choice when you make the attack).
…..”

The relevant section of this spell is bolded, it adds the damage to any attack.

Now for the rules of the attack action and attack roll.

When you take the Attack action, you can make one attack roll with a weapon or an Unarmed Strike. …….

An attack roll is a D20 Test that represents making an attack with a weapon, an Unarmed Strike, or a spell. See also chapter 1 (“D20 Tests”).”

There is distinction drawn between Attack and Attack Rolls, what does the general rules say about making an attack.

"Making an Attack

When you take the Attack action, you make an attack. Some other actions, Bonus Actions, and Reactions also let you make an attack. Whether you strike with a Melee weapon, fire a Ranged weapon, or make an attack roll as part of a spell, an attack has the following structure: ….."

This would seem to imply that a spell that makes an attack roll is an attack for the purposes of the general procedures of the game. So Eldritch Blast is an Attack for the purposes of CME but what about the beams?

it also implies that the Extra Attack feature confers an attack.

Well, here I want to look at what Hunter’s Mark and Hex have to say – Which was what triggered my thoughts on this matter).

"Hunter’s Mark

Level 1 Divination (Ranger)….You magically mark one creature you can see within range as your quarry. Until the spell ends, you deal an extra 1d6 Force damage to the target whenever you hit it with an attack roll. You also have Advantage on any Wisdom (Perception or Survival) check you make to find it….

Hex

……You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability……"

These spells specifically call out attack rolls, so the would apply to a spell like Eldritch blast but they do not use the word attack like Conjure Minor Elementals does.

With all of this considered I believe that Conjure Minor Elementals only adds damage to an attack and that Eldritch Blast or any other multi-target cantrip is only a single attack for the purposes of this spell. Otherwise, why make the distinction in the Eldritch Blast spell between the Attack in the body of the spell but refer to the extra beams as “Attack Rolls” and to refer to the damage in Hunter’s Mark and in Hex as applying to the “Attack Rolls”.

So, in the linked video, at 9 minutes in the CME damage was calculated at 90, 5 attacks with an additional 4d8 => 4.5*5= 18 per attack for a total of 90 extra damage.

My argument is that this damage should be only added 3 times.

Once for the cantrip, once for the club attack and once for the bonus light weapon attack.

For a total of 54 which is still very good but not as broken as the 90 and it is only going to scale with the level slot used to cast the spell, not with that and the number of beams supplied by Eldritch Blast.

What do people think? is my reasoning too convoluted? Have I completely missed the point.

Let me know in the comments.

Even if you do not agree that my interpretation is correct "Rules as written", I think it would a good ruling to make before trying out other nerfs.

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