D&D 5E Interesting review of Fantasy Grounds software posted on reddit

MerricB

Eternal Optimist
Supporter
G'day, all!

I just noticed this review on reddit from someone (Kanaric) who has been using the Fantasy Grounds software to run D&D for the past few months (after previously using Roll20). I thought you might find it interesting:

https://www.reddit.com/r/dndnext/comments/3gm2it/been_using_fantasy_grounds_for_a_few_months_now/

He's mostly positive on the software, although he does have a lot of reservations about its performance.

Any comments from EN World users of the software?

Cheers!
 

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There are some performance issues when you connect and the game has a lot of content in it. It seems to sync/download the whole thing before you can play. Best thing is to keep everything small and modular. I create a module for each mini adventure which just contains the maps, story and npcs that I need. I only turn the modules one when needed, usually one at a time.
 

I am setting up a Lost Mines of Phandelver campaign right now, so haven't played, but "kicked the tires" so to speak. It has some UI issues that are...not what you'd expect in a google/apple/microsoft world (scrolling around a map, for example, is clunky). I'd also like a set of drawing tools (colored pencil besides black please), including spell templates (cones, lines, blasts, etc) and perhaps "dungeon dressing" I could plop on an existing map. You can add "tokens" that display things like beds/shrubs/braziers/ etc I suppose, but it would be nice if it was preloaded.

Beyond that, it does well, I like it better than roll20. It incorporates maths, so when you roll an attack it auto-magically calculates the roll with bonuses and determines if its a hit or miss. I find this speeds up play, which for an online game is probably more important since the math fades and the narrative stays front and center, keeping interest. There is a learning curve, but its not too steep, more idiosyncrasies really. I think the "fog of war" could be better, I think the party sheet and combat tracker are selling points. Getting a PC loaded up right is a pain, but I found with practice it goes fairly quick, except spells, that takes the most time to properly set up.

I read the reddit, and I would agree with most criticisms. I have not had resource problems, but we all run gaming PCs with resources out the wazoo, so we probably wouldn't notice that, so count me concerned but unverified as the resource hog nature. He is running ultimate with presumably "demo" clients for the PCs. That may be a part of it (or may not). You can "push" resources to players, and perhaps he is pushing too much content. The PHB is a must, but beyond that, I only share what I want them to when I want them too, I don't preload anything.

For my part, I think if you treated it more as a regular tabletop game and used it for maps and dice rolling you are doing well, everything else is gravy, even character sheets. you don't need the maths, really, just the roll. Thats what we do at the table, right?

tl;dr: good software, needs improvement, you get as much as you put into it. Don't pay the big $$ if you don't plan on investing some time.
 

I think they definitely need to upgrade their drawing pencil to include other colours and thicknesses and shape tools. It's not good enough to have only one thin black line drawing tool in a 2015 RPG tool.

Otherwise however I prefer it to roll20, but we just use pictures and the dice roller (we dont use any automation).

Roll20 is also excellent. I prefer it's drawing tool, but prefer the way FG presents pictures and does macros.
 
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Note, they do have spell templates. Ctrl doubleclick gives you circles, shift for square and alt for cones.

Dragging abilities is done by dragging the Dragon icon onto minis. Don't drag the text.

I don't know how old your machine would have to be to have problems but my four year old desktop has no problems.

There is a pretty big learning curve for the program and its not intuitive. Watching the instruction videos is really key.
 


I haven't experienced any performance issues with FG, though I have a new-ish PC.

Scaling spells can be done by rolling additional dice and dragging the result to the modifiers box before clicking the spell effect. For example, casting a 3rd level cure woulds could be done by rolling 2d8, adding the result to modifiers then clicking/ dragging the spell icon as usual.

Yes, you often have to edit spells when first added to make sure they are set up correctly, but this is a one time issue. Similarly, scaling cantrips just means going through once at 5th, 11th and 17th levels to adjust your damage. Personally, this hasn't been a big issue for me.

All in all I would say that FG has a steep learning curve but gets better and better as you become more familiar with how it works.
 

Make sure you haven't marked your adventures and DM material as force loaded to the players. In fact, you can normally mark those as blocked. The players will still see whatever they need to see as you play the adventure or have them fight monsters.
 

There have been times when I forgot to resize a map, and the program basically ground to a halt. I use large maps that are 100 pixels to a 5' square, which work just fine, but when you load up a hi-res image (250 pixels per square high-def png, for example,) you're gonna have a bad time. As I understand it, the program only uses one processor core in its current iteration, but the version they're building on the Unity platform will be multi-thread, multi-processor capable.

Looking forward to that.
 

Make sure you haven't marked your adventures and DM material as force loaded to the players. In fact, you can normally mark those as blocked. The players will still see whatever they need to see as you play the adventure or have them fight monsters.

That's what I was thinking was happening to the reddit poster.

Out of curiosity, is there a programming team for FG, or is it just one guy (you?). I haven't posted to FG forums because I haven't really "played" my D&D game on FG yet and want to kick the tires before complaining...err...providing feedback. I was thinking it would be nice if someone could monthly/quarterly compile the top "feedback" issues and provide a poll so users could provide input as to the top "issue" the team could address.

my 2cp

Thanks for the product. Bringing the old gang back to D&D is nice.
 

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