14:04 The way to do this is for the GM to pull up the monster out of the monster's manual or wherever, drag and drop it onto the combat tracker, then change its faction to Friendly. Once you've done that, drag the link from the monster's page and drop it on the character's portrait in the top left. That will allow that player to control that friendly monster.
I have had FG for about 15 years. That is a selling point I think people miss - FG has years of mods and has been helping people play their games, regardless of distance, for almost two decades.
I use an extension named Friend Zone that allows me to drop an npc to someone’s sheet (it adds a new Cohorts tab). Then, when the DM drags that Cohort to the Combat Tracker, that PC user will be able to control the Cohort. Good luck.
Re the combat tracker and encounters. Check out the combat groups extension (Grim Press) You can have all the encounters already on the map at the same time but in a manageable way, this allows players to find the monsters as they are playing without you having to go “hold on while you enter the room”, and still makes combat manageable with all those beasties. (And helps us DMs remember that there is indeed a beastie a few rooms down that is hearing this fight, maybe should start moving it. It’s my favorite extension, followed by the polymorph one.
@@MarkHyde We'll be doing our Starfinder campaign in Fantasy Grounds, so likely after I wrap that up it will be time for an update. Right around a year mark from the first one.
The control wasn't the issue, persay, it's that I haven't seen how to drag an NPC out of the Monster Manual onto the character panel as a character. It's easy on the combat tracker.
@@Renfail I started a few years ago with Classic, upgraded to Unity as soon as they put it on steam (since my original Classic copy was there) and It has been the best. Especially for someone streaming TTRPGs
From DM's point of view, FGU is much easier to set up and get a game going. Foundry is a pain in the ass to get rolling and requires a ton of plugins that you hope the devs keep up to date. Foundry can surely be more powerful in the visual and quality of life categories. There are things missing in FGU that I desperately want... little things like being able to PING the map and PING Direct the attention of players by having the map scroll to where I am pinging, sound FX, Jukebox, etc. The big turn-on for me is a ONE TIME fee. I hate having to pay a monthly fee. I'd rather pay once and be done with it.
I playing a Beastmaster build. I took my companion I wanted in my case Space Eel for Spelljammer and a copy of it and named it Tailwhip, and I created a item in my inventory and named it Tailwhip and at the bottom of the creation bag window I dropped Tailwhip's icon shield in. Now I can assess Tailwhip anytime in my character page..
small note, of course it wil vary from table to table but I feel like pets/companions are meant to be NPC's. The player can tell it what they want and/or influence it but it should be controlled by the DM. More work for the DM but just my humble opinion I guess
FG is the best.. the system is as simple or as complex as you want.. if you just buy a ready to go module.. your good to go.. if you want to do your own modules you have some set up to do.. for your maps, story, encounters, npc.. so forth..
You mentioned adding a monster as a controllable character... I don't play D&D or own the rulesets, but this can be done with Savage Worlds so FG can do it (and can do it very well). Maybe check out the Fantasy Ground Forge for an extension that would allow this?
Someone else mentioned an extension; we've just done it the "old fashioned way" by creating the pet via a character creator, thus the player in question has two character sheets :)
As I mentioned earlier its possible for the GM to just give a player access to an NPC characther sheet, no need to build it as a player characther , just drag the NPC to the proper player and he/she will have full access . Has to be done by GM thou
Fantasy Grounds has a lot of material that's fairly complete, whereas Foundry VTT is still a work in progress, though it's getting better. The Foundry community is catching up to it's rivals. I've been using FG, first Classic and now Unity, since 2019. I started with it in order to join my brother's game and then run my own. It's a great tabletop management system. My only dislike is that it seems to have trouble with large map files. Anything over a meg and a half seems to take forever to load on the player's side. I had a great fibre internet when I noticed this with fantastic speeds. It would even load somewhat slow over a LAN. Plus, the fx options, such as flickering torches with lighting and Line of Sight, slow the game down considerably while waiting on character movement to complete. Slow enough that the complaints were unanimous and I stopped using them. I haven't noticed Foundry VTT to have this problem, yet, though I am just getting started with it. I downloaded Roll 20, but know nobody that uses it, so I haven't bothered.
Yeah the maps DO take a while to load sometimes. But other than that, FGU has a leap and bound headstart compared to Foundry...which could eventually catch up at some point
As someone considering getting into Starfinder, I'm seriously considering buying Fantasy Grounds. I have Foundry, but just going in there and seeing a big, blank canvas just makes me not even want to get started. And having used Roll20 as a player in the past, It just seemed klunky. I'm heavily leaning towards FG now just because I feel that I wouldn't be spending an insane amount of time in prep. Additionally, the integration with SF looks great.
I know this video is 1 year old. There’s a sale on fantasy grounds website. Do you still recommend FGU for DnD 5e? I’m new to the hobby so I’ll most likely just use published scenarios
@@Renfail Maybe it's the system template you are using. I know it works with corerpg and Rolemaster classic, you can just grab the created NPC pet icon and drag it to the combat tracker. I may also not understand exactly what pet functionality you are looking for as well.
Skins for dices, vehicules sheets and complete Syrinscape integration are coming very soon in FGU. No other vtt get a robust map building tool like the one in FGU. In fact, in comparison with the other vtts, the only feature that FGU doesn't have is the webm integration. Nice eye candy like the dice skins. I hope it could be integrated in FGU someday.
Here's my take. My group uses Pathfinder 1e. In terms of combat management, the tools in Foundry are there, but there's a lot of macro'ing, and fiddly management you have to do for Foundry (FVTT). For 1e, Foundry puts more emphasis on the players managing some aspects of the game. FG much more polished. I can't speak to 2e or dnd 5e, but Foundry looks well integrated for these systems in terms of combat, so hopefully it matches FG for these other systems. It looks like it has the ability, just 1e came out before Foundry and it's never been fully supported. For literally everything else, Foundry is far superior. It's not even close. The interface is not circa 2000. FVTT your players can use a browser (so much easier for in person playing). Walls you can double click and change the type of wall. Types of wall are the same, but wall management is way better in FVTT than FG. FVTT Lighting has way more options, and you set the lighting to the token, so that it doesn't matter what map it's on - the lighting and vision is still there. You place a light and drag, and can see the area of effect of the light sources or manually enter the source radius (FG you place the location, and set the radius). FVTT has sounds that you can add just like as if it was a light source, with sounds blocked by wall, or that sounds get louder as you approach them. Foundry has levels - you can create multi-level dungeons or building, rather than creating a separate map. You can put roofs on buildings that hide when tokens go under. Walls can have heights, so you can create contour lines to you map if you want. And so forth and so on. I am not an expert in either software really, but having tried Foundry first, and going back to FG (as the DM) was painful to the extreme. And the only reason my group is using FG is because we play pathfinder 1e, and foundry 1e is not at all polished.
@@dariusplato I've had the chance to dabble in FVTT since making this video, and I just don't find it as intuitive as you do. So it's not something you can claim as aboslute. It's more intuitive for YOU. I don't find that to be the case. For ME. And thus my video :)
I think, honestly, Foundry VTT does all of this. The key is that Foundry is a little light on the core, but it has literally thousands of modules that can be added to your game to allow you to really customize your gameplay experience. Since it's very mod-focused, it also means that there are modules for systems that don't have any official VTT support. It DOES have a bit more of a learning curve than other VTTs, but there are tons of content creators who do tutorials and most mod creators have a breakdown of how their modules work. So in the long run, I still think Foundry is king of the VTTs, because, despite the learning curve of the platform, it really does offer the most versatility and customization for your games.
You just explained WHY Foundry isn't the best, because they make it hard. The user friendly, out-of-the-box option always wins, and Fantasy Grounds is leaps/bounds beyond Foundry on that front.
Man. It really is the best! With paid for skins, paid for maps, paid for engine upgrades. I TOO enjoy losing service to the game I burned hundreds of dollars for an Ultimate edition license. I too enjoy having the game unlisted. Gosh! I can't wait to pay for literally everything! Just as good as SIMS ! Stupid Skyrim Special Edition, they should've charged owners of the previous editions and DLCs. Could've gotten so much cash!
@@Renfail The hobby used to be cheap. That was kind of the draw of Dungeons and Dragons. But Fantasy Grounds is a digital product, a *game* like any other. And it is selling you and everyone else tiny fragments of things, piecemeal. At outrageous prices. Including the updates being paid for. I'm shocked you literally are trying to defend that practice. Crazy.
@JJokerMoreau you literally don't know what you're talking about. Fantasy Grounds is not a game. It is a Virtual Tabletop Program capable of running digital conversions of tabletop rulesets. You are paying fantasy grounds for conversions of physical content to digital, which means maps and stat blocks and content and art and putting it into a digital format so that it can be read by the vtt program, and those conversions don't just magically happen by free. That's man hours, which equals money, which means if you are going to use Virtual content for a virtual tabletop program you are paying for that conversion. If you don't have the money to afford paying for the virtual conversion, stick to physical books.
@@Renfail You're... Is all you do is play Fantasy Grounds? Model conversion is a thing in literally every mod in existence. Modders for games spend hours to bring models to life in games, for free, because they're fans and want others to be happy. Literally TABLETOP SIMULATOR, for a single purchase, can give you everything you want because people are importing models, *for free* , into it. There are multitudes of games out there that push hours upon hours of work to provide free updates. Skyrim Special Edition was rebuilt and provided to owners of the previous edition *for free* . Are you seriously arguing that Fantasy Grounds Unity took MORE WORK than Skyrim being brought to 64 bit?
FG is still the best VTT overall if you are willing to learn it and spend money on modules and extensions. The automation is top notch and you can focus on actually running your game.
Me listening to all the reasons you like FG. Foundry does that. That too. Foundry does that too. Does that. Does that better. Foundry does that. Foundry does that. And it does more (animated tokens, backgrounds, sound effects natively). It has sound nodes that characters will only hear based on where their token is on the map. Lots of automated traps and effects based on token movement. It's better in every way except one. Documentation. It was easier for non-coders to customize some things in FG. But there are tons of people making modules and content for foundry. It almost doesn't matter. I abandoned ship with FG because they charged me for "new software" that was literally the exact same software I had already paid for... with token vision. Even in their own video "explaining what's new" they guy laughed and said... "It's basically the same thing" and went on to explain how its the exact same software with only a single new feature. The only difference was a function of mapping that maptools (free software) had been doing for like a decade. So, nothing special or unique IMO. Should have been standard from the start. I refuse to support companies that operate this way. They did offer refunds, but I was optimistic that it would actually do something worth the 100+ dollars the license cost... that I didn't take it. I should have though.
I haven't seen Foundry doing anything better, but to each their own. Sounds like you are upset over some licensing, rather than actual software tools, given that you "refuse to support companies that operate this way". We love Fantasy Grounds. End of story for us :)
@@Renfail you haven't seen foundry doing anything better? Then you're wilfully not looking. And not listening to my original point in a lazy attempt to strawman my comment. The sound implementation alone is 10x more immersing than trying to include some 3rd party software. Not to mention all the animated tokens, effects, and maps. Both the animation tools and sound make foundry a legendary leap beyond fantasy grounds each on their own. Not doing business with companies who lie about their products was the icing on the cake. If that's all you want to focus on because it's easier for you to justify as a reason to discount the literally massive differences in software... be my guest. Lots of people are cognitively lazy like that.
FGU is 64bit, FG is 32bit. Overall it is improvement, mostly tied with performance and max file sizes. They chose not to give free upgrade, but they gave discount. Did they finally include features tied with targeting enemies and auto rolling/damage/saves ? If not mistaken those features were missing when i was looking for VTT.
14:04 The way to do this is for the GM to pull up the monster out of the monster's manual or wherever, drag and drop it onto the combat tracker, then change its faction to Friendly. Once you've done that, drag the link from the monster's page and drop it on the character's portrait in the top left. That will allow that player to control that friendly monster.
Interesting! Thanks :)
I'm a very experienced Fantasy Grounds DM: I've been using it since 2005. Let me know if you'd like to chat... I'd be happy to help.
Cheers!
I have had FG for about 15 years. That is a selling point I think people miss - FG has years of mods and has been helping people play their games, regardless of distance, for almost two decades.
I had no idea they had been around that long!
Fantasy Grounds prices have changed the Standard License is $20 and the Ultimate License is $50 (only DM needs a license with Ultimate).
Quite possibly; this video is a couple of years old.
@@Renfail this was a recent change.
I use an extension named Friend Zone that allows me to drop an npc to someone’s sheet (it adds a new Cohorts tab). Then, when the DM drags that Cohort to the Combat Tracker, that PC user will be able to control the Cohort. Good luck.
Interesting!
We play 5e every Sunday evening at my house.
I think this is great.
That's awesome, Edd! I'd love to play physically but distance being what it is, VTT is our solution!
Re the combat tracker and encounters.
Check out the combat groups extension (Grim Press)
You can have all the encounters already on the map at the same time but in a manageable way, this allows players to find the monsters as they are playing without you having to go “hold on while you enter the room”, and still makes combat manageable with all those beasties. (And helps us DMs remember that there is indeed a beastie a few rooms down that is hearing this fight, maybe should start moving it.
It’s my favorite extension, followed by the polymorph one.
Rgr that, thanks!
@@Renfail you’re welcome :)
So glad I found this video Ren - I have a FG Unity full license.
I really need to update this video. I've learned a lot more since I made it =P
@@Renfail All cool - nine months is long time - would be great to see and updated one :)
@@MarkHyde We'll be doing our Starfinder campaign in Fantasy Grounds, so likely after I wrap that up it will be time for an update. Right around a year mark from the first one.
@@Renfail Oh cool awesome - been meaning to sign up to Patreon too. Will get that tackled eventually.
@@MarkHyde Awesome!
You can asign ownership by dragging a pet to the players token in the top left Corner, that will take care of it now she should be able to control it
The control wasn't the issue, persay, it's that I haven't seen how to drag an NPC out of the Monster Manual onto the character panel as a character. It's easy on the combat tracker.
I definitely Agree. FGU has been my favorite for a long time
I'm absolutely in love with it!
@@Renfail I started a few years ago with Classic, upgraded to Unity as soon as they put it on steam (since my original Classic copy was there) and It has been the best.
Especially for someone streaming TTRPGs
@@BryceMousseau Sweet! Yeah we just started with it about six months ago and love it :)
@@Renfail awesome! Welcome to Fantasy Grounds 🖤
(Full disclosure I do work for the company now, but my raving about it is because I really do love it)
@@BryceMousseau hahahaha epic :)
Thanks for the gift
The best thing about FG and FGU.. Rolemaster!
Fun times!
From DM's point of view, FGU is much easier to set up and get a game going. Foundry is a pain in the ass to get rolling and requires a ton of plugins that you hope the devs keep up to date. Foundry can surely be more powerful in the visual and quality of life categories. There are things missing in FGU that I desperately want... little things like being able to PING the map and PING Direct the attention of players by having the map scroll to where I am pinging, sound FX, Jukebox, etc. The big turn-on for me is a ONE TIME fee. I hate having to pay a monthly fee. I'd rather pay once and be done with it.
All great options to consider.
Super Thanks.
Welcome 😊
I playing a Beastmaster build. I took my companion I wanted in my case Space Eel for Spelljammer and a copy of it and named it Tailwhip, and I created a item in my inventory and named it Tailwhip and at the bottom of the creation bag window I dropped Tailwhip's icon shield in. Now I can assess Tailwhip anytime in my character page..
Groovy!
small note, of course it wil vary from table to table but I feel like pets/companions are meant to be NPC's. The player can tell it what they want and/or influence it but it should be controlled by the DM. More work for the DM but just my humble opinion I guess
FG is the best.. the system is as simple or as complex as you want.. if you just buy a ready to go module.. your good to go.. if you want to do your own modules you have some set up to do.. for your maps, story, encounters, npc.. so forth..
Modules FTW.
You mentioned adding a monster as a controllable character...
I don't play D&D or own the rulesets, but this can be done with Savage Worlds so FG can do it (and can do it very well). Maybe check out the Fantasy Ground Forge for an extension that would allow this?
Someone else mentioned an extension; we've just done it the "old fashioned way" by creating the pet via a character creator, thus the player in question has two character sheets :)
As I mentioned earlier its possible for the GM to just give a player access to an NPC characther sheet, no need to build it as a player characther , just drag the NPC to the proper player and he/she will have full access . Has to be done by GM thou
@@bjornjunker6320 We will test this on our next session
Fantasy Grounds has a lot of material that's fairly complete, whereas Foundry VTT is still a work in progress, though it's getting better. The Foundry community is catching up to it's rivals. I've been using FG, first Classic and now Unity, since 2019. I started with it in order to join my brother's game and then run my own. It's a great tabletop management system. My only dislike is that it seems to have trouble with large map files. Anything over a meg and a half seems to take forever to load on the player's side. I had a great fibre internet when I noticed this with fantastic speeds. It would even load somewhat slow over a LAN. Plus, the fx options, such as flickering torches with lighting and Line of Sight, slow the game down considerably while waiting on character movement to complete. Slow enough that the complaints were unanimous and I stopped using them. I haven't noticed Foundry VTT to have this problem, yet, though I am just getting started with it. I downloaded Roll 20, but know nobody that uses it, so I haven't bothered.
Yeah the maps DO take a while to load sometimes. But other than that, FGU has a leap and bound headstart compared to Foundry...which could eventually catch up at some point
As someone considering getting into Starfinder, I'm seriously considering buying Fantasy Grounds. I have Foundry, but just going in there and seeing a big, blank canvas just makes me not even want to get started. And having used Roll20 as a player in the past, It just seemed klunky. I'm heavily leaning towards FG now just because I feel that I wouldn't be spending an insane amount of time in prep. Additionally, the integration with SF looks great.
I love it!
Remember that you can sync your Paizo purchases with your FGU account. You can then get discounts on modules if you own the PDFs already.
@@SimonSedgwick Good to know; for us, we don't use any Paizo content (as we are playing homebrew), but that's a cool feature!
@@Renfail you might find it handy for ruleset contents and some other source material.
Same goes for your Steam account to, sometimes you might find FG content on their cheaper than on their site too. So remember to sync that too.
I know this video is 1 year old. There’s a sale on fantasy grounds website. Do you still recommend FGU for DnD 5e? I’m new to the hobby so I’ll most likely just use published scenarios
It's still the best out there as far as I'm concerned.
Why wouldn't you use the NPC module for pets? It allows adding tokens, dragging to combat tracker, adding equipment, etc..
Wouldn't work when we tried it.
@@Renfail Maybe it's the system template you are using. I know it works with corerpg and Rolemaster classic, you can just grab the created NPC pet icon and drag it to the combat tracker. I may also not understand exactly what pet functionality you are looking for as well.
Skins for dices, vehicules sheets and complete Syrinscape integration are coming very soon in FGU. No other vtt get a robust map building tool like the one in FGU. In fact, in comparison with the other vtts, the only feature that FGU doesn't have is the webm integration. Nice eye candy like the dice skins. I hope it could be integrated in FGU someday.
Nice :)
Awsome
indeed!
Here's my take. My group uses Pathfinder 1e. In terms of combat management, the tools in Foundry are there, but there's a lot of macro'ing, and fiddly management you have to do for Foundry (FVTT). For 1e, Foundry puts more emphasis on the players managing some aspects of the game. FG much more polished. I can't speak to 2e or dnd 5e, but Foundry looks well integrated for these systems in terms of combat, so hopefully it matches FG for these other systems. It looks like it has the ability, just 1e came out before Foundry and it's never been fully supported.
For literally everything else, Foundry is far superior. It's not even close. The interface is not circa 2000. FVTT your players can use a browser (so much easier for in person playing). Walls you can double click and change the type of wall. Types of wall are the same, but wall management is way better in FVTT than FG. FVTT Lighting has way more options, and you set the lighting to the token, so that it doesn't matter what map it's on - the lighting and vision is still there. You place a light and drag, and can see the area of effect of the light sources or manually enter the source radius (FG you place the location, and set the radius). FVTT has sounds that you can add just like as if it was a light source, with sounds blocked by wall, or that sounds get louder as you approach them.
Foundry has levels - you can create multi-level dungeons or building, rather than creating a separate map. You can put roofs on buildings that hide when tokens go under. Walls can have heights, so you can create contour lines to you map if you want. And so forth and so on.
I am not an expert in either software really, but having tried Foundry first, and going back to FG (as the DM) was painful to the extreme. And the only reason my group is using FG is because we play pathfinder 1e, and foundry 1e is not at all polished.
Interesting opinion!
@@Renfail Yup, granted. Opinion. But having dabbled in both, FG is just not intuitive an interface.
@@dariusplato We'll agree to disagree =)
@@dariusplato I've had the chance to dabble in FVTT since making this video, and I just don't find it as intuitive as you do. So it's not something you can claim as aboslute. It's more intuitive for YOU. I don't find that to be the case. For ME. And thus my video :)
I think, honestly, Foundry VTT does all of this. The key is that Foundry is a little light on the core, but it has literally thousands of modules that can be added to your game to allow you to really customize your gameplay experience. Since it's very mod-focused, it also means that there are modules for systems that don't have any official VTT support. It DOES have a bit more of a learning curve than other VTTs, but there are tons of content creators who do tutorials and most mod creators have a breakdown of how their modules work. So in the long run, I still think Foundry is king of the VTTs, because, despite the learning curve of the platform, it really does offer the most versatility and customization for your games.
You just explained WHY Foundry isn't the best, because they make it hard. The user friendly, out-of-the-box option always wins, and Fantasy Grounds is leaps/bounds beyond Foundry on that front.
Can you use this offline?
No.
@@Renfail thanks
I use it offline for my in person sessions. Everything is stored locally.
Try DMhub!
Havn't even heard of that one, thanks!
Man. It really is the best! With paid for skins, paid for maps, paid for engine upgrades. I TOO enjoy losing service to the game I burned hundreds of dollars for an Ultimate edition license. I too enjoy having the game unlisted. Gosh! I can't wait to pay for literally everything! Just as good as SIMS ! Stupid Skyrim Special Edition, they should've charged owners of the previous editions and DLCs. Could've gotten so much cash!
If you can't afford to pay people for their work, find a cheaper hobby
@@Renfail The hobby used to be cheap. That was kind of the draw of Dungeons and Dragons. But Fantasy Grounds is a digital product, a *game* like any other. And it is selling you and everyone else tiny fragments of things, piecemeal. At outrageous prices. Including the updates being paid for.
I'm shocked you literally are trying to defend that practice. Crazy.
@JJokerMoreau you literally don't know what you're talking about. Fantasy Grounds is not a game. It is a Virtual Tabletop Program capable of running digital conversions of tabletop rulesets. You are paying fantasy grounds for conversions of physical content to digital, which means maps and stat blocks and content and art and putting it into a digital format so that it can be read by the vtt program, and those conversions don't just magically happen by free. That's man hours, which equals money, which means if you are going to use Virtual content for a virtual tabletop program you are paying for that conversion. If you don't have the money to afford paying for the virtual conversion, stick to physical books.
@@Renfail You're...
Is all you do is play Fantasy Grounds? Model conversion is a thing in literally every mod in existence. Modders for games spend hours to bring models to life in games, for free, because they're fans and want others to be happy.
Literally TABLETOP SIMULATOR, for a single purchase, can give you everything you want because people are importing models, *for free* , into it.
There are multitudes of games out there that push hours upon hours of work to provide free updates. Skyrim Special Edition was rebuilt and provided to owners of the previous edition *for free* . Are you seriously arguing that Fantasy Grounds Unity took MORE WORK than Skyrim being brought to 64 bit?
@@JJokerMoreauarguing the economics of a AAA game dev company and one that is producing a by is just silly. Like very dense.
FG is still the best VTT overall if you are willing to learn it and spend money on modules and extensions. The automation is top notch and you can focus on actually running your game.
Yep! I need to make a new version of this for 2023, but 100%
Me listening to all the reasons you like FG.
Foundry does that. That too. Foundry does that too. Does that. Does that better. Foundry does that. Foundry does that. And it does more (animated tokens, backgrounds, sound effects natively). It has sound nodes that characters will only hear based on where their token is on the map. Lots of automated traps and effects based on token movement. It's better in every way except one. Documentation. It was easier for non-coders to customize some things in FG. But there are tons of people making modules and content for foundry. It almost doesn't matter.
I abandoned ship with FG because they charged me for "new software" that was literally the exact same software I had already paid for... with token vision. Even in their own video "explaining what's new" they guy laughed and said... "It's basically the same thing" and went on to explain how its the exact same software with only a single new feature. The only difference was a function of mapping that maptools (free software) had been doing for like a decade. So, nothing special or unique IMO. Should have been standard from the start. I refuse to support companies that operate this way. They did offer refunds, but I was optimistic that it would actually do something worth the 100+ dollars the license cost... that I didn't take it. I should have though.
I haven't seen Foundry doing anything better, but to each their own. Sounds like you are upset over some licensing, rather than actual software tools, given that you "refuse to support companies that operate this way".
We love Fantasy Grounds. End of story for us :)
@@Renfail you haven't seen foundry doing anything better? Then you're wilfully not looking. And not listening to my original point in a lazy attempt to strawman my comment. The sound implementation alone is 10x more immersing than trying to include some 3rd party software.
Not to mention all the animated tokens, effects, and maps. Both the animation tools and sound make foundry a legendary leap beyond fantasy grounds each on their own.
Not doing business with companies who lie about their products was the icing on the cake. If that's all you want to focus on because it's easier for you to justify as a reason to discount the literally massive differences in software... be my guest.
Lots of people are cognitively lazy like that.
FGU is 64bit, FG is 32bit. Overall it is improvement, mostly tied with performance and max file sizes.
They chose not to give free upgrade, but they gave discount.
Did they finally include features tied with targeting enemies and auto rolling/damage/saves ? If not mistaken those features were missing when i was looking for VTT.
@@KyberEinars Yep, automated for saves/etc. is in :) It tracks all the timers as well for turns/etc. so you do'nt have to do any of that!
@@ericnull3470foundry sucks out of the box lol. Why be so smug and so wrong. It does some interesting things but struggles in many ways FGU doesn’t…