Kurotowa
Legend
Yeah, too many folks have been through "Beta" phases that were disguised Early Access. This is a "the software is buggy and not feature-complete" actual Beta.It has limited fog as of two releases ago
Yeah, too many folks have been through "Beta" phases that were disguised Early Access. This is a "the software is buggy and not feature-complete" actual Beta.It has limited fog as of two releases ago
We'll see I guess. History is on my side here but being fair to your position, it's definitely not certain either way! I'll be interested to see if/when they actually do a "massive marketing push", and who they target with that. Historically the issue has been that products stealth-dropped in inadequate/limited (delete as applicable!) 1.0 forms like this very often just don't even get a real marketing push, instead they're quietly backburnered, then quietly support is dropped (if you're very lucky they remain possible to download and use, but even that isn't always the case). With this one, the person who could most take credit for it has already departed WotC, and we've not seen anyone else in senior management come out very bullish about Sigil AFAIK (correct me if I'm wrong - I think Chris Cocks might have mentioned it in passing, but has primarily talked about wanting to integrate generative AI into D&D). As such, it's very much vulnerable to corporate winds, and it's easy to see people might thing the probably $25m (if Cynthia Williams' figures still hold) per year WotC is spending on developing this might better be spent elsewhere.Unlike @Ruin Explorer I have zero concerns about the way WotC has chosen to release the product. It's meant for early adopters and super fans at the moment. Once they have it in the final form will be when they start a massive marketing push for it, and what they system is then will determine it's success or failure.
I mean, the basic object selection interface is similar to both, but so are most object selection interfaces today. It is however, pretty clunky and time-consuming, and objects don't behave as well as one might like them to.I could really see the potential, especially in the map builder, which had a feeling of somewhere between Minecraft and Fallout 4.
Indeed. I'm sure with experience I'd speed up in using it, but it's hard to imagine the sheer amount of extra effort/prep this involves would pay off for most groups or most encounters. And it's basically totally unsuitable for any encounter that isn't in a fixed location and happening in a fixed way, which means DMs who run more scenario-based or sandbox-based adventures, rather than linear ones will see a lot less use for it. For me 5E is already one of the most prep-heavy RPGs I'd even consider running, and setting up encounters in this would add hours, potentially days (i.e. 8-hour days) of prep even for a linear adventure!One of my players is also a DM and our assertion was that at the moment, we felt like the best use case for us would be to fire up Sigil for big set piece encounters, boss fights, ambushes, etc. For dungeon crawling and everything else, we'd stick with Owlbear or maybe use Maps if running an official module.
Maybe I'm just dumb but I can't work out how to let the DM see through that. Hide and Reveal do not function on it. To get rid of it, you have to delete it. So, unless I'm missing something, You'd basically have to finish everything, then slather your maps in it and hope you remembered where everything was. It's weird because it really seems like it should be transparent to the DM to me.It has limited fog as of two releases ago
We were having the same problem with that fog tool lol. We noticed it had weird interactions with other game objects too.Maybe I'm just dumb but I can't work out how to let the DM see through that. Hide and Reveal do not function on it. To get rid of it, you have to delete it. So, unless I'm missing something, You'd basically have to finish everything, then slather your maps in it and hope you remembered where everything was. It's weird because it really seems like it should be transparent to the DM to me.
Wow, I hadn't tried but damn, this really does need a lot of development.Additionally, we were able to place minis ON TOP of the fog as if it was a solid surface.
Yep. This is pretty much the only thing that would make me want to use this tool.WotC could absolutely add huge value and get people to want to use this by pre-building all the popular official WotC adventures out on this (they could start with the biggest ones, whichever those are - presuming Strahd is one), and just giving the maps in this to people who have those adventures.
Or they are secretly implementing the old Solid Fog spell..Additionally, we were able to place minis ON TOP of the fog as if it was a solid surface. Probably an issue with how the engine sees the fog object versus how a person interprets it, but it still impacted its usability for us.
This one is weird to me. I use physical terrain and miniatures, and there is nothing stopping players from doing the same, except etiquette.- The GM needs the ability to lock down miniature movement and other game interaction on the map. You can assign the control of minis to specific players, but once that's done, that player can move their mini, change their size and appearance, activate their spells (and associated visual effects) with reckless abandon. That was even after an hour of "get this out of your system before we start playing".
At a table, the player can't click "fireball fireball fireball fireball" over and over again.This one is weird to me. I use physical terrain and miniatures, and there is nothing stopping players from doing the same, except etiquette.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.