After close to 9 months using Roll20, I've gotten used to running games on a VTT. I don't anticipate that I will be going back to in-person gaming for a long time (my groups now consist of players who are spread out across the country and players who are new parents who can't leave young children to play games in person).
There are things I don't like about Roll20: annual subscriptions, full-price books, slow loads and clogged servers, limits on book sharing and the number of campaigns I can run, a heavy D&D focus and no products for Savage Worlds, limited support for PF2. It was great that it could all be run through a browser without installation (because I didn't have a PC at the time to run anything else).
Years before I got Roll20, I sprang for an ultimate license for Fantasy Grounds (classic), but I barely used it because it required so much more than I could do (whereas I was up and running on Roll20 in a couple weeks). I still have the license, and even after coming back with some general knowledge about VTTs, it's still very clunky for my tastes. The popular opinion from others I know is that the new Unity version of Fantasy Grounds offers nothing but slower load times - and of course, I would also have to purchase a new license.
The other major VTT I've been hearing about is Foundry VTT. It seems to have the benefit of players not having to install new software, but it also is giving me pause. It's mostly fan-developed modules, and there's no legal way to get official support on there (published modules, bestiaries, etc.). In fact, it seems that D&D Beyond just did a cease-and-desist on a developer to stop the importing of purchased content into Foundry, making it nearly unusable for 5e players on a corporate whim. I've also heard of users getting viruses on their computers from downloading the rules modules.
So should I stick with the devil I know (Roll20) and all its faults or try another VTT - and which would you suggest? Important factors are automation, ease of use, dependability, and support from publishers.
There are things I don't like about Roll20: annual subscriptions, full-price books, slow loads and clogged servers, limits on book sharing and the number of campaigns I can run, a heavy D&D focus and no products for Savage Worlds, limited support for PF2. It was great that it could all be run through a browser without installation (because I didn't have a PC at the time to run anything else).
Years before I got Roll20, I sprang for an ultimate license for Fantasy Grounds (classic), but I barely used it because it required so much more than I could do (whereas I was up and running on Roll20 in a couple weeks). I still have the license, and even after coming back with some general knowledge about VTTs, it's still very clunky for my tastes. The popular opinion from others I know is that the new Unity version of Fantasy Grounds offers nothing but slower load times - and of course, I would also have to purchase a new license.
The other major VTT I've been hearing about is Foundry VTT. It seems to have the benefit of players not having to install new software, but it also is giving me pause. It's mostly fan-developed modules, and there's no legal way to get official support on there (published modules, bestiaries, etc.). In fact, it seems that D&D Beyond just did a cease-and-desist on a developer to stop the importing of purchased content into Foundry, making it nearly unusable for 5e players on a corporate whim. I've also heard of users getting viruses on their computers from downloading the rules modules.
So should I stick with the devil I know (Roll20) and all its faults or try another VTT - and which would you suggest? Important factors are automation, ease of use, dependability, and support from publishers.