- #FANTASY GROUNDS 2 PLAYER RESISTANCE MODS#
- #FANTASY GROUNDS 2 PLAYER RESISTANCE SOFTWARE#
- #FANTASY GROUNDS 2 PLAYER RESISTANCE LICENSE#
I recently pulled over my PF2e campaign from FGU to FVTT and my players loved the move. I do expect that to slow down soon but if you encounter a bug and report it, it will probably be fixed by the next time you play. There's been about one to four weekly iterations for PF2e since Foundry officially launched. If you use Discord you can join the server to report bugs or ask for help with both PF2e and Foundry as a whole. Lastly the speed of development for Foundry, and the PF2e module, is much, much faster than Fantasy Grounds.
#FANTASY GROUNDS 2 PLAYER RESISTANCE SOFTWARE#
It doesn't help that FGU's current presentation is the same as FG classic's so it's honestly clunky and on top of that Foundry allows your players to use a browser to connect to the game so there's no additional software for them to use. for Pf2e but Foundry's isn't sold it's put together by the community so all the rules content doesn't cost you anything which is a significant cost given Paizo's release schedule.įoundry's DM toolset and organization are much better, you can set up scenes and group them by folder to have quick navigation, it's easier to set up your own maps (dynamic lighting is a breeze), and building a character is faster because Foundry doesn't chug along when you want to search or browse data the way FGU does.įoundry also tends to be a more stable and doesn't have as steep a learning curve for people new to VTT. PF2e tables using AP's or modules whose GM's don't mind paying extra to have the work done for them can have maps, journals and encounters set up which is admittedly very nice.įor almost everything else Foundry is better.īoth have drag and drop feats, actions, equipment, skill bonuses, etc.
If doing things slightly faster in combat with regards to conditions is your focus then, for the moment, FGU might work better. The main advantage FGU has is its combat automation which is still somewhat time consuming. I'm playing in a FGU campaign now, ran a FG classic Starfinder campaign for over a year, and am currently running a campaign in Foundry and Foundry is the better option. TL DR How do they compare? Are there major things Foundry can't (or won't soon) do that FGU can, especially in terms of PF2E? Foundry looks nicer but does it actually make GM work easier? I'm planning a homebrew campaign, maybe set in Golarion but not using any adventure paths. Specifically about how Foundry compares with Fantasy Grounds, since most people who advocate it seem to come from Roll20. Checked out the website and videos and it really looks like professionally-made software.īefore going to the subreddits of either VTT, I want get some unbiased feedback from here. And I didn't appreciate having to shell out an extra $60 for the rulebook when I know Paizo makes most of the rules free. But the interface is clunky as hell, I'm dreading having to teach it to my playgroup. Also not having to mess with ports is nice. Been tinkering with it some.Īs a newbie to VTTs (and Pathfinder), I appreciate the bookkeeping features of FGU and ability to manually edit most things in case of bugs or missing content. Narrowed it down to FGU, which I just bought, so I have a little less than 30 days to return it. I am the GM for my playgroup and I'm leading them in finding a way to play online. Pathfinder Society Subreddit /r/Pathfinder
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#FANTASY GROUNDS 2 PLAYER RESISTANCE LICENSE#
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#FANTASY GROUNDS 2 PLAYER RESISTANCE MODS#
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