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<blockquote data-quote="Lazybones" data-source="post: 9434418" data-attributes="member: 143"><p>The challenge is the more complicated the toolset, the longer it takes to build anything in it. Currently with Fantasy Grounds I can grab a 2d map from the Internet and add line of sight markers and lighting in about 10 minutes, maybe double that if I want to add some cool visual effects such as weather or rippling water. Of course, there was a learning curve for that and it was harder when I was just getting started. FG has tools for building maps from scratch, but those are much, much more time consuming with an even steeper learning curve.</p><p></p><p>It reminds me of going from the Neverwinter Nights CRPG to NWN2. The first one had a tile-based toolset where you could quickly build out maps in a matter of minutes. The second one had complex 3D map generation tools and a walkmesh editor that took hours upon hours to use just to turn out a fairly basic encounter map. The second game looked a lot better but was massively more complicated to use. I put thousands of hours into the first game, but barely played the second.</p><p></p><p>I've only seen a few short videos previewing Sigil, and it looks good, but it seems like the process of building maps is going to be more like NWN2 than NWN1. Almost by definition, using 3d assets is going to be much more complicated. I suspect that the new VTT is going to be awesome for WotC-published adventures, but somewhat more challenging for people who mostly rely on homebrew. I may give it a try when it comes out and will keep an open mind. Cost will absolutely be a factor since I don't currently use DDB and have invested a fair amount of time and money into the Fantasy Grounds software ecosystem.</p></blockquote><p></p>
[QUOTE="Lazybones, post: 9434418, member: 143"] The challenge is the more complicated the toolset, the longer it takes to build anything in it. Currently with Fantasy Grounds I can grab a 2d map from the Internet and add line of sight markers and lighting in about 10 minutes, maybe double that if I want to add some cool visual effects such as weather or rippling water. Of course, there was a learning curve for that and it was harder when I was just getting started. FG has tools for building maps from scratch, but those are much, much more time consuming with an even steeper learning curve. It reminds me of going from the Neverwinter Nights CRPG to NWN2. The first one had a tile-based toolset where you could quickly build out maps in a matter of minutes. The second one had complex 3D map generation tools and a walkmesh editor that took hours upon hours to use just to turn out a fairly basic encounter map. The second game looked a lot better but was massively more complicated to use. I put thousands of hours into the first game, but barely played the second. I've only seen a few short videos previewing Sigil, and it looks good, but it seems like the process of building maps is going to be more like NWN2 than NWN1. Almost by definition, using 3d assets is going to be much more complicated. I suspect that the new VTT is going to be awesome for WotC-published adventures, but somewhat more challenging for people who mostly rely on homebrew. I may give it a try when it comes out and will keep an open mind. Cost will absolutely be a factor since I don't currently use DDB and have invested a fair amount of time and money into the Fantasy Grounds software ecosystem. [/QUOTE]
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