Correct me if I'm wrong, but there really isn't any macroing to set up in the VTT, right? Wondering if you subtract the macroing time, how do they stack up against each other then?
/snip
Does it have all the existing moduels set up? I desperately, desperately want to play Madness at Gardmore Abby. And DMs are intimidated at the dauntingness of programming that into Maptools.
Eh, I'm going to have to disagree here.I don't care what anyone says, there are 5000 ways to totally screw up a macro and 3 ways to maybe get it right. You can spend a really inordinate amount of time on that, and in fact we all eventually tired of the whole rigamarole after a couple years and the online group has gone on to using lightweight customized rules adapted specifically for quick play on the VTT.
Now THAT would make the rest of the mess that is the DDI VT worthwhile; having ready made adventures that you could just plug right into and start playing with a minimum of fuss. I still wouldn't prefer it over Maptools, but it would certainly be something I would consider using for once-offs or join as a player.Does it have all the existing moduels set up? I desperately, desperately want to play Madness at Gardmore Abby. And DMs are intimidated at the dauntingness of programming that into Maptools.
It's a trade of freedom for convenience. It's fine as long as the limited selection of tiles in the VT contains everything you need, but if the tiles you want are not there, all the quickness of the preparation does nothing, you just can't run the modI opened up the PDF at 11 PM here. It's now 12:20 as I type this and I'm completely, 100% done with all prep for the module.
WOW.
The tools are pretty intuitive, although there's still much room for improvement. But, for a 4e game? Man, that's the cat's ass. Drop down the tiles, drop down the monsters and poof, you're done.
Yeah, just imagine we wouldn't have macros in real-life D&DWell, I suppose you could play without any macros, but, wow, would that suck for playing 4e.
Huh! I found the LoS/FoW/Lighting features to be by far the strongest point of the whole thing. I can set up a 'dungeon' map, set FoW on, set 'night', draw some boxes on the vision blocking layer, and things are all set to go. The players always see exactly what their characters can view and the map is revealed automatically as they explore. That seems like a HUGE time saver to me in play to me. Basically it is a whole set of things I don't have to deal with manually and I can always be confident I haven't forgotten to reveal stuff the PCs should be able to see nor that the players have access to a bunch of information the characters wouldn't have. TBH I doubt I would use another VTT at this point that didn't have at least the vision stuff. I guess I could live without the lighting features, but I'd miss those a lot too.
Yeah, too bad some of us are so bad at using Maptools that setting this up is beyond us. Course for me, most features of most software products are so non-intuitive that I only am able to use a small subset of their capabilities.
Yeah, too bad some of us are so bad at using Maptools that setting this up is beyond us. Course for me, most features of most software products are so non-intuitive that I only am able to use a small subset of their capabilities.
Yeah, too bad some of us are so bad at using Maptools that setting this up is beyond us. Course for me, most features of most software products are so non-intuitive that I only am able to use a small subset of their capabilities.

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