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<blockquote data-quote="damned" data-source="post: 6656767" data-attributes="member: 6672312"><p>I havent played that much on Roll20 - about 6 sessions only and no 5e.</p><p></p><p>Roll20s strengths are in my experience -</p><p>* the free option (though its not really free - you are being subsidised by those who are paying the subs - they stop paying and join the ranks of free users and then the service stops) is hard to beat</p><p>* dynamic lighting, this is not available in Fantasy Grounds and probably wont be for at least another 12 months</p><p>* better dice macros, you can build exploding and keep and reroll dice pools easier in roll20, this is likely to still be the situation for another 12 months</p><p>* integrated video client, whilst video is not for everyone - being able to *see* who is speaking and their Char name is handy</p><p>* no firewalls to setup which a Fantasy Grounds GM does have to do - mind you Roll20 also blue screens my computer if I use Chrome and not Firefox so it aint all plain sailing!</p><p></p><p>I have played a lot of sessions on Fantasy Grounds and have purchased several DLC packages including 5e.</p><p></p><p>Fantasy Grounds strengths are in my experience - </p><p>* outright purchase option is much cheaper than an ongoing subscription - but the subscription option is there also</p><p>* GM prep is so much easier on Fantasy Grounds</p><p>* pins on maps is just such an intuitive way to prep your campaigns</p><p>* encounter setup makes game play so much smoother and cooler</p><p>* effects for those rulesets that support them (like 5e/4e/3.5e/PF in particular) are just amazing</p><p>* the system supports things like damage reduction, resistance, immunity to specific damage types - eg skeleons and piercing/slashing/bludgeoning weapons, creatures that can only be hit by magic, or fire, or silver, creatures that either resist or take additional damage to damage types like cold, radiant, magic etc</p><p>* the core DLC for 5e is just brilliant. its not a character builder - and the main reason for this is because most people house rule *some* aspect of their games so forcing 100% legal builds on you would be limiting - but it does do a good chunk of pointing you in the right direction. full equipment, spells lists. full monsters all statted up. abilities and proficiencies etc.</p><p>* the prebuilt modules - Lost Mines of Phandelver, Hoard of the Dragon Queen, Rise of Tiamat and Princes of the Apocalypse are all ready to run. Everything is ready to sit down and play - including the Pre-Gens, Maps, Encounters, Descriptions etc etc.</p><p></p><p>And contrary to what many people think - you absolutely can play <strong>unsupported</strong> games on Fantasy Grounds. CoreRPG by itself or with some extensions can support you playing, very effectively, a lot of games that people dont think you can run on Fantasy Grounds.</p><p></p><p>And community members also create and release community rulesets that add a huge amount of system specific framework and interfaces for other games. Last month a DCC and a ShadowRun 4 ruleset were both made available by community members.</p><p></p><p>Another system that is <strong>very</strong> well supported on Fantasy Grounds is Savage Worlds - an awesome ruleset with lots of settings and variants available.</p><p></p><p>We just ran FGDaze! 2 weeks ago where we (community members) ran a day of one shots aimed squarely at new comers to Fantasy Grounds. We ran 5e, Pathfinder, Star Wars, Maelstrom, ShadowRun, Savage Worlds and more - totally free for everyone to play - even those with only a free/demo license. We will be running another event in August and then FGCon7 will be running in October.</p></blockquote><p></p>
[QUOTE="damned, post: 6656767, member: 6672312"] I havent played that much on Roll20 - about 6 sessions only and no 5e. Roll20s strengths are in my experience - * the free option (though its not really free - you are being subsidised by those who are paying the subs - they stop paying and join the ranks of free users and then the service stops) is hard to beat * dynamic lighting, this is not available in Fantasy Grounds and probably wont be for at least another 12 months * better dice macros, you can build exploding and keep and reroll dice pools easier in roll20, this is likely to still be the situation for another 12 months * integrated video client, whilst video is not for everyone - being able to *see* who is speaking and their Char name is handy * no firewalls to setup which a Fantasy Grounds GM does have to do - mind you Roll20 also blue screens my computer if I use Chrome and not Firefox so it aint all plain sailing! I have played a lot of sessions on Fantasy Grounds and have purchased several DLC packages including 5e. Fantasy Grounds strengths are in my experience - * outright purchase option is much cheaper than an ongoing subscription - but the subscription option is there also * GM prep is so much easier on Fantasy Grounds * pins on maps is just such an intuitive way to prep your campaigns * encounter setup makes game play so much smoother and cooler * effects for those rulesets that support them (like 5e/4e/3.5e/PF in particular) are just amazing * the system supports things like damage reduction, resistance, immunity to specific damage types - eg skeleons and piercing/slashing/bludgeoning weapons, creatures that can only be hit by magic, or fire, or silver, creatures that either resist or take additional damage to damage types like cold, radiant, magic etc * the core DLC for 5e is just brilliant. its not a character builder - and the main reason for this is because most people house rule *some* aspect of their games so forcing 100% legal builds on you would be limiting - but it does do a good chunk of pointing you in the right direction. full equipment, spells lists. full monsters all statted up. abilities and proficiencies etc. * the prebuilt modules - Lost Mines of Phandelver, Hoard of the Dragon Queen, Rise of Tiamat and Princes of the Apocalypse are all ready to run. Everything is ready to sit down and play - including the Pre-Gens, Maps, Encounters, Descriptions etc etc. And contrary to what many people think - you absolutely can play [B]unsupported[/B] games on Fantasy Grounds. CoreRPG by itself or with some extensions can support you playing, very effectively, a lot of games that people dont think you can run on Fantasy Grounds. And community members also create and release community rulesets that add a huge amount of system specific framework and interfaces for other games. Last month a DCC and a ShadowRun 4 ruleset were both made available by community members. Another system that is [B]very[/B] well supported on Fantasy Grounds is Savage Worlds - an awesome ruleset with lots of settings and variants available. We just ran FGDaze! 2 weeks ago where we (community members) ran a day of one shots aimed squarely at new comers to Fantasy Grounds. We ran 5e, Pathfinder, Star Wars, Maelstrom, ShadowRun, Savage Worlds and more - totally free for everyone to play - even those with only a free/demo license. We will be running another event in August and then FGCon7 will be running in October. [/QUOTE]
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