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Foundry VTT creating is own rule system
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<blockquote data-quote="MNblockhead" data-source="post: 9052603" data-attributes="member: 6796661"><p>Figuring out combat coming from the 5e system was a bit frustrating. You don't click on the weapon to do the attack. But once I figured out that you spend action points and you click on the action you want to take. Assuming you have properly selected a target, everything is automated nicely based on what you have equipped. You must confirm the action, giving you an optinon to avoid/undo an action based on an unintended click. </p><p></p><p>Once you use up your action points, you'll get a warning that you have no more action points to use, but it doesn't automatically go to the next actor in initiative. You/the DM must manually click in the combat tracker to move to the next turns and rounds. </p><p></p><p>I also don't like that you have to open the entire character sheet to take an action. I expect that community modes will address this if the Foundry dev team doesn't. Also the chat cards could do a better job showing the results of the actions. </p><p></p><p>When you hit 0 hit points it imposes a weakened conditions that effects things like the number of actions you take and then you start taking wounds. I have to read up more on the rules here, but it is all automated. Which is nice. </p><p></p><p>Overall, I'm liking it. Very much like playing D&D in Foundry. I like how you can create any character concept you want, though it is definitely designed for fantasy D&D-style play. I like how the combat automations work well for the most part out of the box but am missing some of my favorite community mods. Most especially, I would want to have a way to take actions without having to open the character sheet. </p><p></p><p>I have to prep my evening 5e game, but I will play through the included play test modules that comes with the system. The main thing that will likely keep me from using this system in my next game is the lack of adventure material and third-party support. Unlike Level Up or Valiant, I don't see being able to use this system with my existing 5e material. Having to create and configure all of my NPCs and monsters for every adventure, on top of other prep doesn't excite me. </p><p></p><p>Even with DnD 5e and a connector to D&D Beyond that allowed me to import all my DDB content, the huge amount of work I had to put into to prepping maps and custom monsters, items, and NPCs in my current campaign has me looking for a more low-prep system for my next game. Foundry will have to come out with a compelling campaign with fully pre-prepared adventures, including all battlemaps, monsters, and NPCs fully configured for me to seriously consider it.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9052603, member: 6796661"] Figuring out combat coming from the 5e system was a bit frustrating. You don't click on the weapon to do the attack. But once I figured out that you spend action points and you click on the action you want to take. Assuming you have properly selected a target, everything is automated nicely based on what you have equipped. You must confirm the action, giving you an optinon to avoid/undo an action based on an unintended click. Once you use up your action points, you'll get a warning that you have no more action points to use, but it doesn't automatically go to the next actor in initiative. You/the DM must manually click in the combat tracker to move to the next turns and rounds. I also don't like that you have to open the entire character sheet to take an action. I expect that community modes will address this if the Foundry dev team doesn't. Also the chat cards could do a better job showing the results of the actions. When you hit 0 hit points it imposes a weakened conditions that effects things like the number of actions you take and then you start taking wounds. I have to read up more on the rules here, but it is all automated. Which is nice. Overall, I'm liking it. Very much like playing D&D in Foundry. I like how you can create any character concept you want, though it is definitely designed for fantasy D&D-style play. I like how the combat automations work well for the most part out of the box but am missing some of my favorite community mods. Most especially, I would want to have a way to take actions without having to open the character sheet. I have to prep my evening 5e game, but I will play through the included play test modules that comes with the system. The main thing that will likely keep me from using this system in my next game is the lack of adventure material and third-party support. Unlike Level Up or Valiant, I don't see being able to use this system with my existing 5e material. Having to create and configure all of my NPCs and monsters for every adventure, on top of other prep doesn't excite me. Even with DnD 5e and a connector to D&D Beyond that allowed me to import all my DDB content, the huge amount of work I had to put into to prepping maps and custom monsters, items, and NPCs in my current campaign has me looking for a more low-prep system for my next game. Foundry will have to come out with a compelling campaign with fully pre-prepared adventures, including all battlemaps, monsters, and NPCs fully configured for me to seriously consider it. [/QUOTE]
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