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FANTASY GROUNDS Virtual Tabletop's D&D License!
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<blockquote data-quote="Torgaard" data-source="post: 7666744" data-attributes="member: 6679168"><p>One of the guys from SmiteWorks can confirm this (or answer it better), but I believe you can do just that. The demo mode had a demo module last time I used it (couple years back), thought I don't know that there was a 5E demo module. There was a 4E demo module (I think). But you don't necessarily need a full on module. You can just whip up a character, make a monster (and maybe duplicate it a few times), slap a map in the "Images" folder, put a grid down, and off ya go!</p><p></p><p>Note that I believe that in demo mode you can have a DM host (with the demo), but only 1 demo player can connect at a time.</p><p></p><p>Fantasy Grounds does not have dynamic lighting (yet), but it does have manual "mask". The DM puts a mask on the map that is slightly opaque for him (but the map itself is blank or sorta hidden for players), and he just manually draws around an area he wants to unlock for them, so that they can see that area. It's basically a manual fog-of-war kind of thing. Works pretty good.</p><p></p><p>The real power behind Fantasy Ground (in my opinion) is maybe something most people wouldn't think of, because it's not quite as sexy as sharing a cool map with fog of war and all that. It's the "Combat Tracker". It's very powerful, very versatile. It can just about keep track of dang near everything, and <strong>automate</strong> alot of it. Initiative, rounds, HP's, AC, attacks for monsters, etc. </p><p></p><p>Example: let's say you cast Bane on an enemy. The Combat Tracker will let you create an "Effect" that you can drop on the monster (who you've simply dragged n' dropped onto the Combat Tracker and you're ready to go), and it'll automatically apply the requisite penalties to that monsters rolls when his turn comes up and he makes attacks. And all the player had to do was target the monster, click a button, and it's done. It'll also remember who cast it on him, and it'll drop it off him when it expires. Multiply that by the other half dozen buffs or debuffs players and monsters throw around the table, and the dizzying permutations thereof, and it makes managing all that stuff a breeze. It's pretty cool!</p></blockquote><p></p>
[QUOTE="Torgaard, post: 7666744, member: 6679168"] One of the guys from SmiteWorks can confirm this (or answer it better), but I believe you can do just that. The demo mode had a demo module last time I used it (couple years back), thought I don't know that there was a 5E demo module. There was a 4E demo module (I think). But you don't necessarily need a full on module. You can just whip up a character, make a monster (and maybe duplicate it a few times), slap a map in the "Images" folder, put a grid down, and off ya go! Note that I believe that in demo mode you can have a DM host (with the demo), but only 1 demo player can connect at a time. Fantasy Grounds does not have dynamic lighting (yet), but it does have manual "mask". The DM puts a mask on the map that is slightly opaque for him (but the map itself is blank or sorta hidden for players), and he just manually draws around an area he wants to unlock for them, so that they can see that area. It's basically a manual fog-of-war kind of thing. Works pretty good. The real power behind Fantasy Ground (in my opinion) is maybe something most people wouldn't think of, because it's not quite as sexy as sharing a cool map with fog of war and all that. It's the "Combat Tracker". It's very powerful, very versatile. It can just about keep track of dang near everything, and [B]automate[/B] alot of it. Initiative, rounds, HP's, AC, attacks for monsters, etc. Example: let's say you cast Bane on an enemy. The Combat Tracker will let you create an "Effect" that you can drop on the monster (who you've simply dragged n' dropped onto the Combat Tracker and you're ready to go), and it'll automatically apply the requisite penalties to that monsters rolls when his turn comes up and he makes attacks. And all the player had to do was target the monster, click a button, and it's done. It'll also remember who cast it on him, and it'll drop it off him when it expires. Multiply that by the other half dozen buffs or debuffs players and monsters throw around the table, and the dizzying permutations thereof, and it makes managing all that stuff a breeze. It's pretty cool! [/QUOTE]
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