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Question about Fantasy Grounds and pricing
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<blockquote data-quote="Prism" data-source="post: 6696481" data-attributes="member: 9501"><p>You can either buy the ultimate license as a one off or pay monthly. That lets you run the game using 5e rules and provides a character sheet plus sections you can use to create 5e monsters, a combat tracker, lists of 5e conditions, a mechanism for applying advantage etc. </p><p></p><p>When the players want to create characters they can do so manually and write all of their abilities into the character sheet, however if you buy the classes then this becomes easier as they can copy the information into their character sheet. Its pretty useful when the character is a spell caster as all the spells are fully written up. If you want an example of this then you could buy the basic rules pack (fairly cheap) which contains the 4 core classes, although its optional. This also contains a copy of the written rules as normally provided by the free pdf - a bit redundant but convenient to have built in.</p><p></p><p>You shouldn't need the monster manual if you are buying the adventure modules as they should contain copies of all the required monsters arranged into the encounters. The modules I have seen so far have been very well done with all of the book content, hyperlinked together and extra maps included where needed. The monster manual becomes useful if you want to write your own adventures but just like the classes pack you could survive without by typing the monster details in yourself</p></blockquote><p></p>
[QUOTE="Prism, post: 6696481, member: 9501"] You can either buy the ultimate license as a one off or pay monthly. That lets you run the game using 5e rules and provides a character sheet plus sections you can use to create 5e monsters, a combat tracker, lists of 5e conditions, a mechanism for applying advantage etc. When the players want to create characters they can do so manually and write all of their abilities into the character sheet, however if you buy the classes then this becomes easier as they can copy the information into their character sheet. Its pretty useful when the character is a spell caster as all the spells are fully written up. If you want an example of this then you could buy the basic rules pack (fairly cheap) which contains the 4 core classes, although its optional. This also contains a copy of the written rules as normally provided by the free pdf - a bit redundant but convenient to have built in. You shouldn't need the monster manual if you are buying the adventure modules as they should contain copies of all the required monsters arranged into the encounters. The modules I have seen so far have been very well done with all of the book content, hyperlinked together and extra maps included where needed. The monster manual becomes useful if you want to write your own adventures but just like the classes pack you could survive without by typing the monster details in yourself [/QUOTE]
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Question about Fantasy Grounds and pricing
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