That looks interesting if you use DnD Beyond. I have already bought too many FG books to make a shift, tho.AboveVTT
That looks interesting if you use DnD Beyond. I have already bought too many FG books to make a shift, tho.AboveVTT
I'm in the same boat, I have too much invested in FG to leave. Honestly though, I haven't been given a reason to leave, it works well for me and my players are all familiar with it.That looks interesting if you use DnD Beyond. I have already bought too many FG books to make a shift, tho.
I keep waiting for that update that will let me pop those windows out.I'm in the same boat, I have too much invested in FG to leave. Honestly though, I haven't been given a reason to leave, it works well for me and my players are all familiar with it.
What made you choose Foundry over Fantasy Grounds?As someone who used Roll20 for a lot previously, I'm kinda glad that they didn't like my credit card and made me go get Foundry. The learning curve from R20 isn't that steep, and I don't have to modify the character sheets for usability standpoint as much.
R20 has more systems still though.
I know I'm not the person you asked, but I can tell my side, having started with Fantasy Grounds, gone to Roll20, then to Foundry, and now back to Roll20. Fantasy Grounds isn't even a consideration.What made you choose Foundry over Fantasy Grounds?
The bit about everyone having to buy Fantasy Grounds is not completely true with Unity, the new version. Only the GM has to buy if they purchase the Ultimate license, which isn't cheap, everyone else can just download and use the free demoI know I'm not the person you asked, but I can tell my side, having started with Fantasy Grounds, gone to Roll20, then to Foundry, and now back to Roll20. Fantasy Grounds isn't even a consideration.
1) The FG UI is not great. It's difficult to use.
2) It's much more expensive than Foundry - which has a one-time purchase for the GM. With FG everyone has to buy (or the GM has to shell out big bucks to get an ultimate license)
3) The FG ultimate license I bought isn't even good anymore. They updated the system and now I can only play in games with players who have the original edition or buy the new one and force everyone else to buy the new one.
4) Dynamic fan community adding new features on Foundry. Publishers are also moving to support Foundry.
5) Gotta have a desktop computer to use FG. Some of my players use tablets or Chromebooks, which works okay with Foundry (as long as you're not the host)
I had FG for several years, and despite running practice games, watching videos, attending training with Fantasy Grounds College, I'm still a novice. Foundry took me about a month to get familiar enough to run games, install my own material, and probably even troubleshoot with new DMs.
If Fantasy Grounds were the only VTT in town, I guess I just wouldn't play.
I think the Fantasy Grounds Classic was the same way. But that Ultimate License is quite pricey - to have a feature you can do on Roll20 for free, or Foundry VTT for the $50 one-time fee.The bit about everyone having to buy Fantasy Grounds is not completely true with Unity, the new version. Only the GM has to buy if they purchase the Ultimate license, which isn't cheap, everyone else can just download and use the free demo
Foundry does, depending on the free modules you download. You can target enemies and apply damage, roll saves for various monsters at once, do group initiative, have light and vision automatically applied to tokens, apply things like effects/conditions/persistent damage to characters, automatically have DR and shield hardness deduct from damage, etc.Do Foundry or Roll20 have the same level of automation?
I did like the grab dice and toss in Fantasy Grounds diceroller. That is also the only thing I liked with it.I know I'm not the person you asked, but I can tell my side, having started with Fantasy Grounds, gone to Roll20, then to Foundry, and now back to Roll20. Fantasy Grounds isn't even a consideration.
1) The FG UI is not great. It's difficult to use.