Roll20 Support at launch for PF2?


Pathfinder Second Edition General Discussion

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Adventure Path Charter Subscriber; Pathfinder Adventure, Card Game, Companion, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Thank you Ill! That sounds great!


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I will disagree that Roll20 can do the same things as FG. However I wager the person posting probably wasn't looking for the same levels of organisation and automation that I am.

For the record I paid for R20 and was an active contributor to a few community sheets on there. I still use it for simpler systems that benefit little from combat and campaign tracking. (I am a qualified Web Developer so customising either isn't a blocker for me)

Take the following images for example, a day and a week travel generator I whipped up in FG Classic (current) in a 15 minute block before the start of a session. I was running Tomb of Annihilation a 5e adventure that starts off with a lengthy jungle hex crawl.
(yes yes, 5e on a Paizo board. I run many systems)

https://drive.google.com/open?id=1-1IAAJrr-rUjWnSi-JlVJzUuiYXIP_5J

https://drive.google.com/open?id=1bdwGk51ffBjibXvg4GIEsltVWGC4kR9E

To do something similar in R20 would be difficult. To implement and edit it while a session was occurring not feasible to any real degree without reloading the campaign and scripts as well.

Current program to current program in my opinion

Roll20:
Pros
- Handles in program drawing better
- Easier to get started with and access (browser based)
- Easier to support a ruleset in
- Web server hosting
- Dynamic lighting (paid)

Cons
- Web server hosting based, so a little sluggish
- Scripting locked off behind paywall
- More expensive products
- Rigid and limiting interface and token based design
- Lack of hotkey support
- Cumbersome "page" based system
- Slow data entry without a parser

Fantasygrounds Classic:
Pros
- Ruleset implementation and licenses
- Combat tracker
- Robust linking system (tables calling tables calling tables creating story entires)
- Easier grid alignment (hex alignment is borked though)
- More responsive (home server -> client based)
- Easier to enter data into (parsing and manually)
- Better database handling (npcs, encounters, spells, items, parcels)
- Better party tracking (distribution of loot, marching order recording, single click group rolls)

Cons
- Awful drawing tools (what I am primarily looking forward to from unity)
- No free option for GMs
- Windows or windows VM dependent (changes with unity)
- Slightly higher learning curve
- Requires port forwarding on the GMs side (fixed with FG Unity)
- Does not support IPv6 (fixed with unity)
- No polygonal masking (only free draw and rectangle, fixed with unity)
- Requires extension for audio linking/triggering

I won't respond further on the R20 v FG matter (just to avoid arguing on the matter) but I will read any responses that come through :)

Again, don't get me wrong R20 serves a purpose but I believe for PF2e and most GMs FG:U will end up being a much nicer experience (similarly to how PF is currently, but hopefully with more of the 5e ruleset's polish)


Doesn't Unity engine allow for web-based applications? I am surprised FG:U didn't go that route (following HLO).

How well does Fantasy Grounds support "local VTT" scenarios i.e. the GM view on a laptop and common players' view on a screen/projector?
In this scenario the GM would still handle the declared players' movement and actions but the program would handle resolving appropriate modifiers and players would see the outcome on the screen. Close to how the Glass Cannon Live games are played. Is something like that possible?


CyberMephit wrote:

Doesn't Unity engine allow for web-based applications? I am surprised FG:U didn't go that route (following HLO).

How well does Fantasy Grounds support "local VTT" scenarios i.e. the GM view on a laptop and common players' view on a screen/projector?
In this scenario the GM would still handle the declared players' movement and actions but the program would handle resolving appropriate modifiers and players would see the outcome on the screen. Close to how the Glass Cannon Live games are played. Is something like that possible?

Web apps are not planned currently because all campaign content is hosted on the machine. They are exploring it but expect it to come after animated battlemaps, 3D and other more complex features. (probably after a mobileOS companion, that is to say... possibly never imo)

It handles that style of play perfectly fine IMO. But you need to boot up two instances of the program (just opening it twice is enough). Connect to the server with "localhost" and you are good to go.

FG has two image options that work very well for this purpose that are quickly and easily toggled by clicking a button at the top right corner of any image. One sets it as full screen minus the chat log, hotkey bar and right tool bar, the other sets it as borderless full screen but this won't show the chat box.

You can set the program to center on the active players token and can adjust and synch the GM image view at any time so you don't really have to touch the second program instance during play.

This said, if you plan on making all the rolls yourself without the players joining you will want to use the hotkey bar liberally. You will also want to turn off "hide GM rolls" and turn on "dicetower" so you can hide your rolls from the players if it is important for you to do so (you just drag your dice into it)

Personally I don't roll for my players outside of using group rolls or auto populating initiative but still use the program for all of my own rolls and condition/boon tracking. (Essentially, I build the PCs fully in the program just so I can roll against them accurately, track WBL and such).


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For adding monsters for homebrews and non Paizo material into Fantasy Grounds, there is a Green Ronin product, the Advanced Bestiary, that you can use to import and edit creatures.

https://www.fantasygrounds.com/store/product.php?id=GRR2901e


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My group has been using roll20, and we end up making a lot of macros for stuff, so I made a tool that makes writing macros faster for things like attacks, spells, and whatever else. it's available here for anyone to use if they want: http://macros.kpulv.com/ there's an example to load that hopefully covers the general idea of how to use it.


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Hey Lars, your in luck as this just got posted this morning on Roll20!!

Only a few more days until the long-awaited Second Edition of Paizo’s Pathfinder system arrives, and our adventuring bag is full of goodies for veterans and new players alike. Get ready for the launch of Pathfinder Second Edition with full support on Roll20 starting August 1!

"Launch Day Features on Roll20:

Pathfinder Second Edition Core Rulebook: full text and images, and fully shareable with your party thanks to Roll20 Compendium Sharing. Available to access both in your browser and in-app!
Pathfinder Second Edition Character Sheet, free for all to use, with automatic stat calculations and rollable skills at the click of a button.
Character Art Pack with over 230 tokens and handouts created from the beautiful artwork in the Core Rulebook.
Roll20 Account Sync! Sync up your Paizo and Roll20 accounts to unlock the PDF on Paizo when you’ve purchased the Core Rulebook from Roll20, or get a discount on the Roll20 product if you buy the PDF on your Paizo account.

Upcoming Roll20 Features:

Fall of Plaguestone Adventure Path: The first campaign of the new Pathfinder will be converted to Roll20 in August! Stay tuned for a pre-order link when the system launches this Thursday.
Drag & Drop functionality for spells, items, and class features right on to your Character Sheet. We’re also working on Roll20 Charactermancer support to help build your new heroes."

I was a bit worried myself with no news except the blog post a few weeks ago about how excited the Roll20 team was with "working on it".

And now we know!!

Quite nice for me , I have the book in hand, but no PDF, so I'll go the CRB for Roll20( ya I know I'm buying again, but its only money and the convenience of it in Roll20 plus a free PDF just works for me.

2 of my 4 groups there I will be running Plaguestone then if we all like it we will do Age of Ashs, not listed yet on Roll20 but I bet it will be soon!!

Tom


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook Subscriber
Quote:
Fall of Plaguestone Adventure Path

Wat.


Ya ya so they missed it as it is just a Module rather than an AP.......

I'm sure they will correct it shortly.

Still its nice to have this first ever benny from Roll20 me thinks

Tom


Pathfinder Adventure Path Subscriber
The Gleeful Grognard wrote:
Crodge wrote:
So check back in when it Betas, hopefully in December, roger that. Thank you Reckless for the straight answer.

Should be releasing around December this year, alpha is next month.

Some nice features from unity are

I am a GM so I go with what makes the process faster and smoother for me (heck I use the program for in person campaign management, so that should say a lot -laughs-)

As for the dynamic lighting, it is doing a few cool things but does lack one feature roll20 has (currently)

Cool Features:
- Fog of War: as you explore places you have already explored will be darkened with a fog of war like effect that hides tokens but still shows the map layout they have already seen as they adventure.
- Built in door definition: Doors can be defined by the GM but can be right clicked to be opened and closed.
- "Terrain" definition, blocks line of sight from the far edge only and can be turned on and off with a right click. So if you have pillars they will shed shadows but you and the players can still see the pillar artwork.
- Lighting map from mask, you can import a black and white mask that will auto generate the dynamic lighting map.
- Lighting map bleed, you can set a bleed amount so that the edges of walls are visible without changing how much of the wall is blocking line of sight. (complex to explain without images, but basically if you mask off a square you can set it so 10px inside of that square is still visible but the corners of the square will still generate shadows)

Missing Features
- It is purely line of sight on release, no radius of light initially (said to be coming after release, but not there for release)
- No coloured lighting.

As for pricing

- Standalone licenses: Function in perpetuity (although unity requires a different license, it cost me $50 to upgrade from ultimate to unity ultimate. Less for people who bought it recently.
- Subscriptions: Same as roll20, any products the GM has purchased will be shared with the players...

This is really helpful. Originally I dived in deeep with Roll20 but left it and unsubbed. I heard that FG was difficult to get into. With that said would I be better off purchasing FG for p2 on the Unity engine or the current engine it has now? Will the Unity engine be 64 bit and support more memory (to help with large database lag)?

I realize this is Paizo forums but this topic is really important to me as I was going to head back to roll20 for P2.

I just realized I cannot purchase the Unity version as the funding period is past. Is this able to be pre purchased on the FG site?

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