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What Does Your Dream VTT Do/Look Like?
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<blockquote data-quote="MNblockhead" data-source="post: 9617463" data-attributes="member: 6796661"><p>I more and more what bespoke VTT design to support specific systems. The dream would be Foundry with very well supported official game systems that truly support the games mechanics, but I'm starting to think that a generic VTT may just not be able to do that for many systems. The WFRP 4e game system for Foundry comes the closest but it is still kludgy, is basically created and support by one guy, and just isn't smooth and polished. </p><p></p><p>My hopes for Sigil had little to do with the 3D. I was hoping that it would have solid support for 5e's official mechanics and would smoothly handle a lot of the combat tracking, resource tracking, etc. </p><p></p><p>I'm also closely watch what MCDM is doing with their VTT, which is being built from the ground up for their Draw Steel rules. </p><p></p><p>I'm also following Crucible the Foundry in-house game system that they are designing to have full mechanical support for and which makes full use of Foundry's features. Related to that I'm backing Foundry's Ember kickstarter, a highly detailed world and campaign which will support both 5e and Crucible. </p><p></p><p>Diving into the details, when running crunchy games, I want a VTT that can trying do what a computer should be good at doing:</p><p></p><p>1. Userfriendly and reliable handling of area of effect spells, attacks, lair actions, etc. Place a template on a large group of NPCs and have the saves resolved, damage applied, and conditions applied and tracked. There are modules and game systems in Foundry that do this but it is always wonky and I've yet to experience any VTT to manages to make this reliable and user friendly.</p><p></p><p>2. Condition tracking in general. Again, it is always wonky and buggy and reliable on every VTT that tries to do this for every game system I've tried. </p><p></p><p>3. Character building that can match D&D Beyond smoothness. When I ran DnD5e on Foundry, we would build characters in DDB import them into Foundry, level up in DDB, update in Foundry. WFRP's Foundry game system is better but the GUI can be clunky and buggy. As a player in verious games in Roll20, it seems pretty basic. Haven't looks at FG character building for a while. But I have yet to be please at the character building and leveling experience in any VTT. </p><p></p><p>I could probably think of many more things that I would like in my "ideal" VTT but those three things have been frustrating me for many years. VTTs are great for battlemap and token/mini display and control but bad at handling game mechanics. They all tend to create more work for the DM without providing the QOL improvements that I would think a computer should be great at.</p></blockquote><p></p>
[QUOTE="MNblockhead, post: 9617463, member: 6796661"] I more and more what bespoke VTT design to support specific systems. The dream would be Foundry with very well supported official game systems that truly support the games mechanics, but I'm starting to think that a generic VTT may just not be able to do that for many systems. The WFRP 4e game system for Foundry comes the closest but it is still kludgy, is basically created and support by one guy, and just isn't smooth and polished. My hopes for Sigil had little to do with the 3D. I was hoping that it would have solid support for 5e's official mechanics and would smoothly handle a lot of the combat tracking, resource tracking, etc. I'm also closely watch what MCDM is doing with their VTT, which is being built from the ground up for their Draw Steel rules. I'm also following Crucible the Foundry in-house game system that they are designing to have full mechanical support for and which makes full use of Foundry's features. Related to that I'm backing Foundry's Ember kickstarter, a highly detailed world and campaign which will support both 5e and Crucible. Diving into the details, when running crunchy games, I want a VTT that can trying do what a computer should be good at doing: 1. Userfriendly and reliable handling of area of effect spells, attacks, lair actions, etc. Place a template on a large group of NPCs and have the saves resolved, damage applied, and conditions applied and tracked. There are modules and game systems in Foundry that do this but it is always wonky and I've yet to experience any VTT to manages to make this reliable and user friendly. 2. Condition tracking in general. Again, it is always wonky and buggy and reliable on every VTT that tries to do this for every game system I've tried. 3. Character building that can match D&D Beyond smoothness. When I ran DnD5e on Foundry, we would build characters in DDB import them into Foundry, level up in DDB, update in Foundry. WFRP's Foundry game system is better but the GUI can be clunky and buggy. As a player in verious games in Roll20, it seems pretty basic. Haven't looks at FG character building for a while. But I have yet to be please at the character building and leveling experience in any VTT. I could probably think of many more things that I would like in my "ideal" VTT but those three things have been frustrating me for many years. VTTs are great for battlemap and token/mini display and control but bad at handling game mechanics. They all tend to create more work for the DM without providing the QOL improvements that I would think a computer should be great at. [/QUOTE]
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