Foundry is stupendous but has a steep learning curve. I picked up Roll20 a good bit more quickly than I did Foundry. But once I got the hang of Foundry, it's much more powerful.
I love hearing this. I thought about making a ruleset for Star Frontiers for FG, but instead decided to go with FrontierSpace. I think in almost all ways FS has better rules. At least for characters. When it comes to spaceship combat I really like the Knight Hawks rules. Also, I was able to get a permission to convert and publish all the FS stuff in FG. Something I would never be able to do with SF.Haha. Yes. HarnMaster probably. Maybe Blood & Bone. Possibly Champions and/or Fantasy Hero. The only thing I really plan on playing in person in the foreseeable future is Star Frontiers, and that's because I invested in a Megamat and a bunch of starship minis for space combat (via Knight Hawks).
Haha. Yes. HarnMaster probably. Maybe Blood & Bone. Possibly Champions and/or Fantasy Hero. The only thing I really plan on playing in person in the foreseeable future is Star Frontiers, and that's because I invested in a Megamat and a bunch of starship minis for space combat (via Knight Hawks).
That was what I meant by weighting Roll20's steep learning curve against utility. Roll20's isn't hard to learn, but it also isn't easy to learn and its suite of tools is kind of... meh (especially for what you pay and the amount of learning you have to put in). IME, anyway. Some of the other VTTs look like they require more learning up front but ultimately cost less money and provide more functionality.
So it all depends on what game you're playing.
I have played and run Hero/Champions/Fantasy Hero on Foundry, and I thought it was decent rules implementation. The biggest thing was that you needed Hero Maker to create and import characters, but I have that. Harnmaster has a module but I haven't used it. Blood & Bone is a system I've heard of but I don't think there's a foundry implementation for it.See post #10 for a list of systems I'm interested in running.
Just to add to this, if you want to dabble in FantasyGrounds an Ultimate subscription licence can be a good way to dabble. The Ultimate licence, allows the player to join a game with the free unlicenced demo version of the application....
Here's my take:
Use Foundry if you want complete control, like to do things yourself, and enjoy graphically flashy automation. If you are a techy or programmer you will probably love this VTT.
Use Fantasy Grounds if you want automation, long term investment, and out of the box power & capabilities. Though extremely powerful and with a potentially challenging interface, the community resources offset this and is the choice for non-techy users who want powerful features out of the box and a stable and long term solution.

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