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Encounter Round Counter Integration with Encounter Notes

Short Summery: A shorter version for a feedback form would be: Please add an encounter round counter that integrates with Encounter Notes. Notes should be able to record when an effect began, its duration in rounds, and whether it expires at the start or end of a turn or round. When the expiration point is reached, the note should automatically be removed or archived. Entity IDs and effect IDs could be used to associate each note with the correct character, monster, spell, or ability. This would improve tracking for spell durations, cooldowns, concentration, temporary effects, and other round-based mechanics. Full feature request: Please consider adding an encounter round counter that is directly integrated with Encounter Notes. The encounter tracker should display the current round and initiative turn, with each round advancing automatically when the turn order cycles back to the first participant. Encounter Notes could then include a round-based timestamp or expiration field, such as: Effect started: Round 3 Duration: 5 rounds Expires: At the start or end of Round 8 Source/entity ID: The relevant character, monster, spell, or effect When the specified expiration round is reached, the system could automatically remove or archive the associated Encounter Note. This would be useful for tracking spell durations, temporary conditions, cooldowns, concentration effects, environmental effects, and abilities with delayed expiration. It would also be helpful if notes could specify whether an effect ends: At the start of an entity’s turn At the end of an entity’s turn At the start or end of a round After a specified number of rounds When a particular event occurs, such as an attack being made Using entity IDs or unique effect IDs would help ensure that notes remain associated with the correct character, monster, spell, or ability, even when multiple effects have the same name. This would make duration tracking more reliable and reduce the need for the GM or AI to estimate how many rounds have passed manually. This is a feature request that I an Franz (your AI) came up with for wording well Franze Worded it and I just came up with the idea. Please and Thank you.

Shadowgrimer 2 days ago

💡 Feature Request

Clear division on quests/chapters/etc during campaign

Please, add a clear division on quests/chapters/etc during campaign - constant pushing from Franz during campaign is utterly disgusting. No side moves, no time to sort and sell loot, no time to make some social interactions with NPC’s which not in party. Stopped a ritual of the cult? - There is a freakin’ piece of parchment and now second ritual would be in an hour? Stopped it - there are another shit happened right now and you need to run forward again… It’s really unnatural and shitty. Also surely there are no rewards for any of that completed things and Franz forget about all, what was done, in 3-5 turns. Give a player a normal pace and time to chill (and Franz ignoring Downtime mod, still continue that endless push 🤮 )

Alidamara 3 days ago

1

💡 Feature Request

Flexible Stats/Fields

Similar have been requested but not explicitly this/these nor as encompassing as alphabetical inputs in currently numerical fields. Issue I forsee is Roll limitations, and solutions that can work are either treat anything above a C as a +1 modified anything below as a -1 Or simply make it skip modifier and bring up a blank no modifier dice roll where you need to input the modifier ideally with it still showing your character’s field value as displayed so the player can quickly identify and dictate what + or - proficiency that would translate to. Requested Features; -Higher limits on Levels, stats, etc. (three digit stat/level caps Ideally) -Alternatives to linear numerical stats/no limit on the input on a character sheet. (So Strength: A can be used over Strength: 14) Possible Solutions/Ideas; -Allowing a Character sheet to reference/direct AI to a Lore page. -Making it so Franz can edit a lore page ideally in select fields but otherwise just treating the Lore page character sheet like a character sheet and thus not editing it often unless directed to do so.

Jasen117 5 days ago

1

💡 Feature Request

Feature Request: Multi-Window Support / Modular UI for Multi-Monitor In-Person Play

Hi team! I just discovered Friends & Fables and love what you’ve built. I am in the process of trying to setting up a local session where my brother—who normally DMs—can finally play as a player and want to run the game on a laptop that we have connected to two external monitors (3 screens total). When attempting to run the site and spread it across the 3 screens is difficult so we can break each section apart (Franz, The Map and the other items Turn order, characters, etc.) We tried to setup multiple sessions across 3 open browser tabs (thinking each tab in each screen will update after the Franz screen updates, but doesn’t unless we manually refresh the screen on each montior), also the current layout makes it hard to isolate elements: side menus take up permanent screen real estate, panels cannot be hidden or centered, and the chat UI has a minimum width constraint. Feature Request / Suggestions: Detachable / Pop-Out Windows: The ability to open key views (such as the main Franz narrative chat, the tactical battle map, and party/character stats) as standalone, pop-out windows. This would allow host GMs to drag distinct views onto different physical monitors natively. Modular / Customizable UI Layout: Adding toggle options to collapse/hide sidebars, or allowing drag-and-drop widget customization so users can resize, center, or hide specific UI panels based on their multi-monitor setup. This could be a massive quality upgrade for anyone running in-person group sessions or streaming on multi-display setups. Thank you for considering and for putting together quite an awesome system, looking forward to supporting this product!

Venom76 5 days ago

💡 Feature Request

I love the Idea of this site but.....

Combat: Encounters - are not very well balance, I have had encounters where i am just steamrolling through because i am just one-shotting all the enemies, and i have had encounters where most of my party has been wiped out by one hit from from creature. Attack and Damage rolls - why is most of them defaulted to strength modifier? spells should be defaulted to what spellcasting modifier the class uses, and if a weapon has a finesse tag it should default to either strength or Dexterity which ever is higher for that character. If that’s to difficult to have AI figure out than give us the ability to set it on the character sheet. Warlock pact spell slots - if i specify i am casting a spell using my warlock pact slot i should not be told that i don’t have the proper spell level to cast, pact slots cast every spell at max level for the pact slot. Starting Encounters - when a scene is described set up the combat map to match the description, I attack someone i hit them initiation starts. when i go to do my turn my character is still over 100 feet from the guy i just attacked and he has no damage on him, why is this? AI is also putting reused enemies with 0 hp in the encounter which messes up NPC turn if you are not paying attention. Storytelling: The AI needs a better way to track its own story, I have been told i need to a location to do something, but by the time i get there what it wants me to do is something completely different. I am currently so lost in one of my current campaigns i don’t know what it is I am doing anymore or what the actual story is anymore. When i am looting bodies or a area for valuables or information it is ok to not always find something, i don’t need a dozen different notes telling me different things that just end up confusing the story more. when i enter a cave or structure in one are, i come back out that same entrance i am in a completely different part of the map. it seems like the longer a campaign goes on the more lost the AI gets. All in all there is a good backbone here I just wish i didn’t have to micromanage encounters/combat and the story as much.

Caryse 6 days ago

1

📥 Feedback

Magic Initiate Feat and Arcane Fist, but no spell slots or ability to do spells.

In one of the featured Fable games, the class of the Monk has the Arcane subclass, which allows for spells like cantrips like Mage Hand, Elementalism, and the Prestigitation cantrips. Along with that, I took on the Magic Initiate feat, and I imagine I'm not taking the Initiate feat. Those come with one spell and two cantrips, but yet I have no ability to add spells to my character sheet, and I'm playing a tiefling monk, the character I created. The AI said I could just give it the names, and it would track it. During combat, it caused an error because the encounter engine or whatever couldn't utilize it because that wasn't part of the UI.

iceburg123456789

1

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