Visual bug
When not logged in but looking at characters in a world, the alignments don’t show up, but do once you log in, and it’s the only part of the character sheets that aren’t visible. Happens on all worlds, not just linked one.

zeiaxar
🐛 Bug Reports
Visual bug
When not logged in but looking at characters in a world, the alignments don’t show up, but do once you log in, and it’s the only part of the character sheets that aren’t visible. Happens on all worlds, not just linked one.

zeiaxar
🐛 Bug Reports
Having the ability to pre load context blocks in worlds
We can have instructions where the world creator can preset instructions. Though it would be good to be able to create them to load in as other blocks as well.

Muttboy 4 days ago
💡 Feature Request
Having the ability to pre load context blocks in worlds
We can have instructions where the world creator can preset instructions. Though it would be good to be able to create them to load in as other blocks as well.

Muttboy 4 days ago
💡 Feature Request
Money does not change its amount and items are not transferred between characters.
Bug report created at your request Date/Time: Evening, 15 Midwinter, 1496 DR Location: SouthWestEastway, Lower City, Baldur's Gate Problem Description When purchasing a rune axe and other supplies from LuckyAello's Discount Store, the expected amount of gold (75GP) was not deducted. Infernal items—the Medallion of Asmodia and the black parchments with demonic oaths—were not transferred from Holga Kilgore's inventory to Raphina Nirblum's, even though you requested their transfer. Expected Behavior The 75GP should have been deducted from the party's shared funds. The items should appear in Raphina's inventory and disappear from Holga's. Actual Behavior The gold remains unchanged. The items are missing from both inventories; The system reports that the transfer did not occur. Steps to reproduce The player purchases items from LuckyAello's Discount Store. The DM (Franz) confirms the purchase and updates the inventory and gold. The player requests that infernal items be transferred to Rafina. The system reports that the items have been added to Rafina, but the player sees that they have not appeared and the gold has not been deducted. Impact Disrupts the continuity of the adventure and the player's sense of control. Creates confusion about the party's resources and inventory contents. Suggested fix Ensure that gold is deducted upon purchase. Verify that the item transfer is saved and appears in inventories after the command is executed. Add logging/confirmation messages showing the new gold balance and inventory contents. Additional notes You have expressed dissatisfaction and requested a bug report. Currently, no additional fixes have been requested.

glennglenn
AI
🐛 Bug Reports
Money does not change its amount and items are not transferred between characters.
Bug report created at your request Date/Time: Evening, 15 Midwinter, 1496 DR Location: SouthWestEastway, Lower City, Baldur's Gate Problem Description When purchasing a rune axe and other supplies from LuckyAello's Discount Store, the expected amount of gold (75GP) was not deducted. Infernal items—the Medallion of Asmodia and the black parchments with demonic oaths—were not transferred from Holga Kilgore's inventory to Raphina Nirblum's, even though you requested their transfer. Expected Behavior The 75GP should have been deducted from the party's shared funds. The items should appear in Raphina's inventory and disappear from Holga's. Actual Behavior The gold remains unchanged. The items are missing from both inventories; The system reports that the transfer did not occur. Steps to reproduce The player purchases items from LuckyAello's Discount Store. The DM (Franz) confirms the purchase and updates the inventory and gold. The player requests that infernal items be transferred to Rafina. The system reports that the items have been added to Rafina, but the player sees that they have not appeared and the gold has not been deducted. Impact Disrupts the continuity of the adventure and the player's sense of control. Creates confusion about the party's resources and inventory contents. Suggested fix Ensure that gold is deducted upon purchase. Verify that the item transfer is saved and appears in inventories after the command is executed. Add logging/confirmation messages showing the new gold balance and inventory contents. Additional notes You have expressed dissatisfaction and requested a bug report. Currently, no additional fixes have been requested.

glennglenn
AI
🐛 Bug Reports
Images failing to load/display
Recently having trouble with images for all sorts of things, including creatures, spells & items, not showing. Even when opened in edit mode, I just have the small preview text & placeholder. Weirdly, it’s not 100% of my content having this issue, and it seems also inconsistent which ones are affected between PC(Windows) & mobile, however, still having the same problem despite trying different devices. Closed & re-opened F&F, refreshed & restarted. It’s been like this for a while with stable internet & Wifi. This is also occurring both in workshop and in campaign worlds; it’s not limited to just one. I also tested creating a new item & generating an image, which seemed to work. I don’t know if the image will persist, however and would much prefer a fix rather than going through hundreds of blank images restoring them myself if possible.

Xmanjavier
🐛 Bug Reports
Images failing to load/display
Recently having trouble with images for all sorts of things, including creatures, spells & items, not showing. Even when opened in edit mode, I just have the small preview text & placeholder. Weirdly, it’s not 100% of my content having this issue, and it seems also inconsistent which ones are affected between PC(Windows) & mobile, however, still having the same problem despite trying different devices. Closed & re-opened F&F, refreshed & restarted. It’s been like this for a while with stable internet & Wifi. This is also occurring both in workshop and in campaign worlds; it’s not limited to just one. I also tested creating a new item & generating an image, which seemed to work. I don’t know if the image will persist, however and would much prefer a fix rather than going through hundreds of blank images restoring them myself if possible.

Xmanjavier
🐛 Bug Reports
The game won't progress.
Franz has completely stopped responding. The same thing happened when I wrote different messages. The campaign is unplayable. Please fix it.

Finalneet
AI
🐛 Bug Reports
The game won't progress.
Franz has completely stopped responding. The same thing happened when I wrote different messages. The campaign is unplayable. Please fix it.

Finalneet
AI
🐛 Bug Reports
Blocks or Memories not being created
This is my problem with using my credits; I’ve been spending them for nothing. Blocks are not being made at all at this point, along with memories. It says it’s researching, but there is nothing to research because nothing is being made to the point where things I’ve just been doing. It might be credits from my monthly, but they are still being wasted.
Zeurd
🐛 Bug Reports
Blocks or Memories not being created
This is my problem with using my credits; I’ve been spending them for nothing. Blocks are not being made at all at this point, along with memories. It says it’s researching, but there is nothing to research because nothing is being made to the point where things I’ve just been doing. It might be credits from my monthly, but they are still being wasted.
Zeurd
🐛 Bug Reports
Mobile POI
A POI like a ship, orbiter, wagon, etc… that can move with the party in it and isnt static on the map.

Xuhe 8 days ago
World Map Builder
💡 Feature Request
Mobile POI
A POI like a ship, orbiter, wagon, etc… that can move with the party in it and isnt static on the map.

Xuhe 8 days ago
World Map Builder
💡 Feature Request
Franz isn't working properly
Sometimes Franz will either, say he’s done something with my UI (Example: Change the turn order, restart combat, or even edit my character sheet.), but nothing will happen, and others he will just say something went wrong.

Alaruh
Combat
🐛 Bug Reports
Franz isn't working properly
Sometimes Franz will either, say he’s done something with my UI (Example: Change the turn order, restart combat, or even edit my character sheet.), but nothing will happen, and others he will just say something went wrong.

Alaruh
Combat
🐛 Bug Reports
If someone has the host status, the ai should not argue with them
I knew this is probably a back end issue, as it's a different model that controls combat But there should be a priority command that if someone has the host status during battle, the ai should just agree with them when addressed directly. Explain if someone's not using exact 5e rules or if they're doing home brew, they don't have to fight the AI and waste credits.

Xuhe 8 days ago
📥 Feedback
If someone has the host status, the ai should not argue with them
I knew this is probably a back end issue, as it's a different model that controls combat But there should be a priority command that if someone has the host status during battle, the ai should just agree with them when addressed directly. Explain if someone's not using exact 5e rules or if they're doing home brew, they don't have to fight the AI and waste credits.

Xuhe 8 days ago
📥 Feedback
I cant do explicit content
Im already adult Birth on 4 june 1986 40 years old I should have a permission to get explicite content

dhanztheory
🐛 Bug Reports
I cant do explicit content
Im already adult Birth on 4 june 1986 40 years old I should have a permission to get explicite content

dhanztheory
🐛 Bug Reports
User-Created Magic Items Are Restricted Compared to Official Content
The current magic item creation system has significant limitations that prevent meaningful customization, especially for users trying to create mechanically rich items. Right now, the system only allows: A short Description (500 character limit) A short Appearance (500 character limit) Basic stat modifiers (bonuses, resistances, etc.) This structure is not sufficient for complex magic items. Many items—especially those inspired by systems like D&D—require: Charge systems (e.g., limited uses per day) Spell lists tied to charges Activated abilities with conditions and costs Passive effects with detailed rules Scaling or situational mechanics For example, items like the Staff of the Magi include multiple spells, charge consumption, and conditional effects. These cannot realistically fit into a 500-character description, nor can they be represented through the current property system. Additionally, official imported items already exceed these limits (1000+ characters), which creates an inconsistency: Users are unable to create or edit content with the same level of depth that already exists in the platform. Key Issues Character limits are too restrictive for meaningful item design Lack of structured fields for abilities and mechanics No support for charge-based or ability-based systems Over-reliance on a single “Description” field for all mechanics Inconsistent limitations between user-created and official content Suggested Improvements Increase or remove character limits for Description and Appearance Add dedicated sections such as: Abilities / Effects Charges / Usage Limits Spell Lists Activation Conditions Allow structured formatting (lists, sections, or markdown) Provide parity between user-created and official items These changes would significantly improve creative freedom and allow users to build items that match the depth of existing official content, rather than being restricted to simplified versions. Right now, the system feels more like a basic flavor tool than a true item creation system. Expanding it would greatly enhance both usability and long-term engagement.

Owlcat 9 days ago
💡 Feature Request
User-Created Magic Items Are Restricted Compared to Official Content
The current magic item creation system has significant limitations that prevent meaningful customization, especially for users trying to create mechanically rich items. Right now, the system only allows: A short Description (500 character limit) A short Appearance (500 character limit) Basic stat modifiers (bonuses, resistances, etc.) This structure is not sufficient for complex magic items. Many items—especially those inspired by systems like D&D—require: Charge systems (e.g., limited uses per day) Spell lists tied to charges Activated abilities with conditions and costs Passive effects with detailed rules Scaling or situational mechanics For example, items like the Staff of the Magi include multiple spells, charge consumption, and conditional effects. These cannot realistically fit into a 500-character description, nor can they be represented through the current property system. Additionally, official imported items already exceed these limits (1000+ characters), which creates an inconsistency: Users are unable to create or edit content with the same level of depth that already exists in the platform. Key Issues Character limits are too restrictive for meaningful item design Lack of structured fields for abilities and mechanics No support for charge-based or ability-based systems Over-reliance on a single “Description” field for all mechanics Inconsistent limitations between user-created and official content Suggested Improvements Increase or remove character limits for Description and Appearance Add dedicated sections such as: Abilities / Effects Charges / Usage Limits Spell Lists Activation Conditions Allow structured formatting (lists, sections, or markdown) Provide parity between user-created and official items These changes would significantly improve creative freedom and allow users to build items that match the depth of existing official content, rather than being restricted to simplified versions. Right now, the system feels more like a basic flavor tool than a true item creation system. Expanding it would greatly enhance both usability and long-term engagement.

Owlcat 9 days ago
💡 Feature Request
"Correction" tool
The issues is pretty self-explanatory really, the LLM tends to call the “correction” tool in response to in-character dialogue. The real issue is I can’t exactly figure out WHY it’s up to the LLM to decide this? I mean LLMs are good at generating a sentence based on what they have trained on and probabilities, they are rather terrible at reasoning and deciding things so why is the LLM even deciding this stuff for us? Plus realistically it either costs us money via credits or it costs you money if we use the default model so it sort of makes no sense to me WHY it’s up to the LLM to decide when it “thinks” we want to make out of character corrections? An easier and more logical way to implement this would be a button we could press or an option we could choose from a drop-down menu to “talk to the DM out of character”. I sort of get the urge to mimic a real D&D game where everything is fluid and we just use the same text box for everything and it’s sort of a neat and novel idea but it really doesn’t provide anything so since LLMs are always going to be LLMs and be awful at “choosing” things why not just have it be something the actual people playing decide? I mean how much money would it save? Probably not a ton but over the entire life of the product it’d make a difference and it’d work better. Though it’s not a constant thing it IS very annoying when my character is like “Actually I have a spell that can handle that!” and the LLM decides to derail the campaign, make 4 context blocks, and refuses to respond in character to the comment for multiple generation attempts when just an option on my end to decide if I’m in character or trying to correct the DM instead of a character would work better, cost less, and prevent the service from coming off as broken or annoying. Not trying to be a jerk here so I hope it doesn’t come off that way, I am just not sure I understand the upside of the current system given the way LLMs work, they should not be trying to “decide” what we want when that’s just not what LLMs are good at if the alternative has so many upsides.

Alison_Galt
🐛 Bug Reports
"Correction" tool
The issues is pretty self-explanatory really, the LLM tends to call the “correction” tool in response to in-character dialogue. The real issue is I can’t exactly figure out WHY it’s up to the LLM to decide this? I mean LLMs are good at generating a sentence based on what they have trained on and probabilities, they are rather terrible at reasoning and deciding things so why is the LLM even deciding this stuff for us? Plus realistically it either costs us money via credits or it costs you money if we use the default model so it sort of makes no sense to me WHY it’s up to the LLM to decide when it “thinks” we want to make out of character corrections? An easier and more logical way to implement this would be a button we could press or an option we could choose from a drop-down menu to “talk to the DM out of character”. I sort of get the urge to mimic a real D&D game where everything is fluid and we just use the same text box for everything and it’s sort of a neat and novel idea but it really doesn’t provide anything so since LLMs are always going to be LLMs and be awful at “choosing” things why not just have it be something the actual people playing decide? I mean how much money would it save? Probably not a ton but over the entire life of the product it’d make a difference and it’d work better. Though it’s not a constant thing it IS very annoying when my character is like “Actually I have a spell that can handle that!” and the LLM decides to derail the campaign, make 4 context blocks, and refuses to respond in character to the comment for multiple generation attempts when just an option on my end to decide if I’m in character or trying to correct the DM instead of a character would work better, cost less, and prevent the service from coming off as broken or annoying. Not trying to be a jerk here so I hope it doesn’t come off that way, I am just not sure I understand the upside of the current system given the way LLMs work, they should not be trying to “decide” what we want when that’s just not what LLMs are good at if the alternative has so many upsides.

Alison_Galt
🐛 Bug Reports
Map settings stay toggled
When I am in the map and toggle for areas etc to be locked, they should stay locked. While currently they return to being unlocked everytime I open and close the map.

LuckyAC 9 days ago
💡 Feature Request
Map settings stay toggled
When I am in the map and toggle for areas etc to be locked, they should stay locked. While currently they return to being unlocked everytime I open and close the map.

LuckyAC 9 days ago
💡 Feature Request
Dynamic Combat
Hello guys. I know that combat is being refined right now, but I figured I’d give my two cents on how I feel about it over all thus far. Right now, combat feels mechanically solid but narratively constrained. There’s a disconnect between player intent (freeform, descriptive actions) and system resolution (structured combat outcomes). I’d love to see a hybrid system where: Players can describe actions in natural language (e.g., targeting limbs, using feints, positioning, etc.) The system interprets that intent into structured mechanics (damage, status, positioning) Outcomes are returned as cinematic narration grounded in those mechanics The key addition would be persistent semantic state, not just HP/status effects. For example: If an enemy’s leg is injured, that state persists It affects behavior (limping, avoiding melee, reduced mobility) It continues to influence the narrative outside of combat Right now, injuries and tactical intent often collapse into generic damage, which loses a lot of immersion and player expression. This would make combat feel less like selecting actions and more like collaborative storytelling with real consequences, while still preserving the underlying system integrity. I appreciate all the hard work that is being put into this project, thank you.

Noctilucent 10 days ago
💡 Feature Request
Dynamic Combat
Hello guys. I know that combat is being refined right now, but I figured I’d give my two cents on how I feel about it over all thus far. Right now, combat feels mechanically solid but narratively constrained. There’s a disconnect between player intent (freeform, descriptive actions) and system resolution (structured combat outcomes). I’d love to see a hybrid system where: Players can describe actions in natural language (e.g., targeting limbs, using feints, positioning, etc.) The system interprets that intent into structured mechanics (damage, status, positioning) Outcomes are returned as cinematic narration grounded in those mechanics The key addition would be persistent semantic state, not just HP/status effects. For example: If an enemy’s leg is injured, that state persists It affects behavior (limping, avoiding melee, reduced mobility) It continues to influence the narrative outside of combat Right now, injuries and tactical intent often collapse into generic damage, which loses a lot of immersion and player expression. This would make combat feel less like selecting actions and more like collaborative storytelling with real consequences, while still preserving the underlying system integrity. I appreciate all the hard work that is being put into this project, thank you.

Noctilucent 10 days ago
💡 Feature Request