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Fantasy Grounds 2 Version of WotBS
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<blockquote data-quote="EugeneZ" data-source="post: 5368324" data-attributes="member: 83605"><p>I *completely* convert all the PDF content that's convertable into usable FG2 stat blocks and data blocks and such. Most maps are normalized to 50px in order to be "friendly" with FG2's grid. All NPCs have their own stat blacks with rollable attacks, effects, defenses, and everything else you need to fully run combat within FG2. All items have stat blocks that you can drag n drop into character inventories. All of the story content is neatly laid out with adventure indexes, links to encounters (that can automatically be prefilled into the combat tracker), links to maps, chapter navigation, etc.</p><p></p><p>You literally can't get much better than this, in my biased opinion. That said, the modules get better in quality as they go along, since I learned a lot about doing things the right way as I went. The biggest flaw is in the first module: the maps are their original size from the PDF and sometimes it's a problem to fit a grid on them. But as of #2, that's all fixed.</p><p></p><p>Is there any particular functionality you want to be sure to have? If there's something lacking it's more likely to be something lacking from FG2 than from my modules -- I've made use of as much of the functionality FG2's 4e ruleset provides as possible.</p><p></p><p>The biggest difference you'll notice when moving away from MapTools is that you lose a lot of the map-oriented functionality. Maps are pretty "dumb" in FG2, by design. Their original purpose was to simply reflect real tabletop RPGing, with a map being a simple image. Since then, the 4e ruleset was customized to add things like targetting to the maps, but you'll still likely find MapTools superior in this department. That said, there's a lot to love about FG2 and these WotBS modules that you won't find in MapTools, but going into more detail is tough without knowing how your group plays.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="EugeneZ, post: 5368324, member: 83605"] I *completely* convert all the PDF content that's convertable into usable FG2 stat blocks and data blocks and such. Most maps are normalized to 50px in order to be "friendly" with FG2's grid. All NPCs have their own stat blacks with rollable attacks, effects, defenses, and everything else you need to fully run combat within FG2. All items have stat blocks that you can drag n drop into character inventories. All of the story content is neatly laid out with adventure indexes, links to encounters (that can automatically be prefilled into the combat tracker), links to maps, chapter navigation, etc. You literally can't get much better than this, in my biased opinion. That said, the modules get better in quality as they go along, since I learned a lot about doing things the right way as I went. The biggest flaw is in the first module: the maps are their original size from the PDF and sometimes it's a problem to fit a grid on them. But as of #2, that's all fixed. Is there any particular functionality you want to be sure to have? If there's something lacking it's more likely to be something lacking from FG2 than from my modules -- I've made use of as much of the functionality FG2's 4e ruleset provides as possible. The biggest difference you'll notice when moving away from MapTools is that you lose a lot of the map-oriented functionality. Maps are pretty "dumb" in FG2, by design. Their original purpose was to simply reflect real tabletop RPGing, with a map being a simple image. Since then, the 4e ruleset was customized to add things like targetting to the maps, but you'll still likely find MapTools superior in this department. That said, there's a lot to love about FG2 and these WotBS modules that you won't find in MapTools, but going into more detail is tough without knowing how your group plays. Good luck! [/QUOTE]
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