Tabletop Roleplaying Games (D&D, Pathfinder, CoC, ETC.)

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I just got Foundry VTT and its pretty smexy. I've got the Warhammer Fantasy module and its really good. Best part is that players don't need to buy anything and its not browser based. In contrast to Fantasy Grounds in which you've got to spend like 2-3 times the price.
Um, Foundry is 100% browser based, it's a webserver that you host and the players connect to it. But yes, it is definitely cheaper than Fantasy Grounds, and despite only having been out of beta a few months it's been gaining systems and modules at an insane pace. At the rate it's going it will have outstripped Fantasy Grounds in game support within the next year, easily. Fantasy Grounds had a chance to dethrone Roll20, but they fucked around and took too long to get their Unity version working. At this point my money's on Foundry taking the entire VTT ecosystem in the near future.
 
I caved in and got a license, now it's a matter of learning how to use the software and get my players to do so as well, half of them already played other campaigns using foundry, the other half will be the problem since one is reclutant to change and the other is a bit clueless. Hoping you can easily set up macros with this as not to have to be opening your sheet everytime, so like you can have a button to attack that's present on your screen at all times.

Um, Foundry is 100% browser based, it's a webserver that you host and the players connect to it. But yes, it is definitely cheaper than Fantasy Grounds, and despite only having been out of beta a few months it's been gaining systems and modules at an insane pace. At the rate it's going it will have outstripped Fantasy Grounds in game support within the next year, easily. Fantasy Grounds had a chance to dethrone Roll20, but they fucked around and took too long to get their Unity version working. At this point my money's on Foundry taking the entire VTT ecosystem in the near future.
I hope so, I don't like Roll20 for reasons I sperged about earlier in an earlier post, the whole debacle was a year or two ago and I recall a bunch of alternatives started being recommended: some were already there or in beta, others were announced. Right now the only I can think of is Astral, which is browser based and has a few more features than roll20: weather effects (R20 can have this with an unofficial script), live map editing, map triggers, etc.

Since I mentioned the script:
That's another reason I began to get frustrated with Roll20, that script could do a lot of stuff that was only possible with the API (which you had to pay for and it was far more unstable) or that the API couldn't even do AND IT WAS FREE. I don't recall if at one point the Roll20 team patched whatever was allowing people to use the script to begin with, a workaround was found pretty fast yet that made me realize that a tool I got so accustomed to and that made my life infinetely easier, could be disabled at any time by the roll20 team. See I get it's a third party tool and that they have no reason to tolerate it since it may cut their profits but it makes things a lot more bearable since it added nice automation (which a FUCKING VTT SHOULD HAVE LOTS OF), added a ton of features that roll20 hasn't added or will never add, worked with both the default and shaped sheets (the former which has fuckall automation without the API and the latter which is buggy as fuck and needs the API to access all the features). In short it's a tool that really helps the user and there's no official alternative that offers the same or better features.
I said the day the script stops working is the day I stop using Roll20 and that may be sooner than latter since the r20 version of the script won't get any more new features.

Edit: oh and the whole needing premium to use the android or ipad versions is BS, not to mention it runs like garbage on mobile no matter what. Wondering if foundry is at least playable on a mobile device.
 
So now I'm indulging a pet project I had shelved a couple years back: building my own system, loosely based on 3.5. I might crack the GURPS Lite PDF for some more inspiration depending on how I feel this looks after some tweaking. I want to try and pare away a lot of the kludge present/streamline it somewhat, narrow discrepancies in "power level" while keeping a certain degree of specialization and flavor and reduce ambiguity wherever possible.

Even came up with a clever acronym for the base abilities. This is easily the most autistic thing I've ever indulged in. I'll have to figure out some way to test-run it once I've got the first draft hammered out to get the crunchy parts just right.
 
So now I'm indulging a pet project I had shelved a couple years back: building my own system, loosely based on 3.5. I might crack the GURPS Lite PDF for some more inspiration depending on how I feel this looks after some tweaking. I want to try and pare away a lot of the kludge present/streamline it somewhat, narrow discrepancies in "power level" while keeping a certain degree of specialization and flavor and reduce ambiguity wherever possible.

Even came up with a clever acronym for the base abilities. This is easily the most autistic thing I've ever indulged in. I'll have to figure out some way to test-run it once I've got the first draft hammered out to get the crunchy parts just right.

What are you planning on doing to make it different from "3.5 with House rules"?
 
What are you planning on doing to make it different from "3.5 with House rules"?
Honestly I'm trying to reduce the amount of NUMBERS!!1! for numbers' sake. Crunch is fine, having so much crunch that character sheets, resolving combat, etc. become an ordeal is not. I'm trying to reduce and/or eliminate as many stats that pull from other stats as possible - Fort/Ref/Will being separate but tied to Con/Dex/Wis in some fashion, but also influenced by save progression from class AND some feats as one example. I'm trying to just hammer out singular class concepts that are designed to be taken from beginning to end as the sole class to get rid of multiclass/dip/"gestalt it to make it good" shenanigans while still giving a player options to tweak/customize/realize concepts that might not be immediately obvious from the base class. I'm trying to narrow the power differential at higher levels between magic-users and non-magic users without simply inverting the paradigm somehow. Magic is fun, but I'd honestly like a matchup between an equivalently-leveled magic-user and martially-oriented character not being a slam dunk for the magic-user assuming equal conditions.
 
Also for the record I've basically already got the setting/worldbuilding mostly done and decided on and this autism crusade is just me trying to make it so that any given person can actually play a game inside said world if they wanted without trying to kludge it into another preexisting system or just GURPSing it (which, to be fair, isn't the worst thing ever due to GURPS being basically able to do nearly anything)
 
I caved in and got a license, now it's a matter of learning how to use the software and get my players to do so as well, half of them already played other campaigns using foundry, the other half will be the problem since one is reclutant to change and the other is a bit clueless. Hoping you can easily set up macros with this as not to have to be opening your sheet everytime, so like you can have a button to attack that's present on your screen at all times.


I hope so, I don't like Roll20 for reasons I sperged about earlier in an earlier post, the whole debacle was a year or two ago and I recall a bunch of alternatives started being recommended: some were already there or in beta, others were announced. Right now the only I can think of is Astral, which is browser based and has a few more features than roll20: weather effects (R20 can have this with an unofficial script), live map editing, map triggers, etc.

Since I mentioned the script:
That's another reason I began to get frustrated with Roll20, that script could do a lot of stuff that was only possible with the API (which you had to pay for and it was far more unstable) or that the API couldn't even do AND IT WAS FREE. I don't recall if at one point the Roll20 team patched whatever was allowing people to use the script to begin with, a workaround was found pretty fast yet that made me realize that a tool I got so accustomed to and that made my life infinetely easier, could be disabled at any time by the roll20 team. See I get it's a third party tool and that they have no reason to tolerate it since it may cut their profits but it makes things a lot more bearable since it added nice automation (which a FUCKING VTT SHOULD HAVE LOTS OF), added a ton of features that roll20 hasn't added or will never add, worked with both the default and shaped sheets (the former which has fuckall automation without the API and the latter which is buggy as fuck and needs the API to access all the features). In short it's a tool that really helps the user and there's no official alternative that offers the same or better features.
I said the day the script stops working is the day I stop using Roll20 and that may be sooner than latter since the r20 version of the script won't get any more new features.

Edit: oh and the whole needing premium to use the android or ipad versions is BS, not to mention it runs like garbage on mobile no matter what. Wondering if foundry is at least playable on a mobile device.
There is a module called Simple Mobile that should work with everything except iOS browers: link However they haven't updated it for the newest Foundry version yet so hopefully it's still functional. Some modules have completely fallen off after the 0.7.X version update. I've transitioned my players over to Foundry as well and aside from taking a bit to get them acquainted to the different text commands and macro setup, they like it far better since the QoL improvements beat Roll20 by miles. As for attack buttons, if the module is similar to the PF one, they actually give you little popout macro buttons when you click on your token for each attack you've made:
1605106130841.png


Someone mentioned that Foundry doesn't work as well with non-DnD systems and that's entirely dependent upon the people who create and maintain the system modules. Pathfinder, for instance (yeah I know I DM PF games kill me), works fine and they've even ported over the entire compendium. Then you get stuff like Kamigakari where the sheet is completely unintuitive when it comes to the vital mechanic of rerolling spirit dice. Overall, still leagues better than Roll20 because fuck having to pay extra to even be able to have more than 4 people access a compendium.
 
Regarding Foundry VTT, how is it for building maps?

One of the things I like about Roll20 is I can build maps from the tile packs I've bought over the years.

Do I have to make a map in Photoshop and port it in, or does Foundry have drag and drop mapping capability?
 
OK, off-hand question since the subject of maps came up - does anyone have any opinion on hexes vs. squares?
 
Regarding Foundry VTT, how is it for building maps?

One of the things I like about Roll20 is I can build maps from the tile packs I've bought over the years.

Do I have to make a map in Photoshop and port it in, or does Foundry have drag and drop mapping capability?
It has a tile function that's similar to Roll20's which lets you place images onto the map. There's also options to toggle visibility, to lock so you don't accidentally move it, and the usual bring-to-front and bring-to-back. The last icon is from a module I have installed called Parallaxia which allows you to have a scrolling tile to mimic the effect of a scrolling background.
1605139870065.png

I haven't used this function much other than for placing props like magic circles and such but theoretically you should be able to make an entire map like this. Though, if we're talking about map making software, Dungeondraft is my go-to for its QoL features. I highly recommend it if you're able to obtain a copy.
 
It has a tile function that's similar to Roll20's which lets you place images onto the map. There's also options to toggle visibility, to lock so you don't accidentally move it, and the usual bring-to-front and bring-to-back. The last icon is from a module I have installed called Parallaxia which allows you to have a scrolling tile to mimic the effect of a scrolling background.View attachment 1723288
I haven't used this function much other than for placing props like magic circles and such but theoretically you should be able to make an entire map like this. Though, if we're talking about map making software, Dungeondraft is my go-to for its QoL features. I highly recommend it if you're able to obtain a copy.
I've got CC and have had it for years, I just haven't used it in like 10 years and didn't want to relearn it since it's more like a CAD system than intuitive map making software.

How's Dungeondraft working and where's the site? (I'm lazy tonight)
 
I've got CC and have had it for years, I just haven't used it in like 10 years and didn't want to relearn it since it's more like a CAD system than intuitive map making software.

How's Dungeondraft working and where's the site? (I'm lazy tonight)
Here's their website: link
You can export VTT compatible files so it'll keep any lighting/walls you put down in the program as well. You can also easily import your existing tiles and asset packs with a bit of work too. If you want to try before you buy, shoot me a message.
 
Is it only for fantasy or does it do Sci-Fi as well?
Most of the assets already included are fantasy orientated. If you have scifi tiles and assets, then you can import them. Some things like paths and walls will take a little bit of photoshop to make useable though. I'd say it's probably the best software for mapmaking in general on the market so far.
 
Most of the assets already included are fantasy orientated. If you have scifi tiles and assets, then you can import them. Some things like paths and walls will take a little bit of photoshop to make useable though. I'd say it's probably the best software for mapmaking in general on the market so far.
Yeah, I want to extract the assets from Vassal 40k so I can use them to build 40k maps.
 
Yeah, I want to extract the assets from Vassal 40k so I can use them to build 40k maps.
Probably a good bet since the few mapmakers who have made Dungeondraft asset packs are mostly fantasy orientated. This is the video I followed to import assets if you want to get a feel for it:
 
Does dungeon painter studio work well with foundry? It is what i have been using for roll20 since forever, it has not been updated in a while sadly
 
Apparently a livestream with Matt Mercer playing in some other group's game went south when it turned out he was committing the crime of playing an asian character. After the chat channel gave him some shit about it, Mercer bravely and stunningly pulled the eject handle and ran away, leaving the game high and dry, then ran to Twitter to post his sincere apologies.

1605284150019.png


Edit: And for bonus points, the guy who was GMing the game, made the asian character, and got done dirty by Mercer? Is black.
 
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