Foundry VTT for Pathfinder 2?


Pathfinder Second Edition General Discussion

51 to 100 of 138 << first < prev | 1 | 2 | 3 | next > last >>
Grand Lodge

What stuff used to take hours to prep in Roll20 that takes a fraction of time in Foundry?


1 person marked this as a favorite.
TwilightKnight wrote:
What stuff used to take hours to prep in Roll20 that takes a fraction of time in Foundry?

There's a Foundry module that will import maps (with lighting walls done) from Pathfinder pdfs. I don't know if its doing anything or just checking the watermark and then giving access to work already done.

Mostly, this just means that hours of work has been offloaded to another developer.

Any map setup if you want to use dynamic lighting for will hit this benchmark. Foundry's dynamic lighting walls are a bit nicer to use to than Roll20s in my experience. I usually give up on dynamic lighting soon after starting a campaign though.

Foundry also has all the bestiary monsters in its PF2 module. So, dragging an actor into the map works almost instantly. Depending on how invested you are in Roll20 you might have that drag and drop bestiary functionality, but it doesn't cover as many sources of monsters.

And that's all...nice. But if Foundry didn't have the preloaded stats, I'd do what I'd been doing for years: opening my books and rolling a dice. The effort of putting NPCs into Roll20 was never worth it to me.

In Foundry its a bit more worth it because you can roll damage expressions and then have that apply directly to tokens, so players don't have to actually subtract numbers from their Hit Points.


1 person marked this as a favorite.
Losonti wrote:

Mostly I think with FGU it's how the program looks and feels like it time-traveled from the late 90s. I gave it a try while I was looking for alternatives to Roll20 and found it to be a very frustrating experience. I cannot even imagine trying to walk my less tech-savvy players through using it.

This is sorta what I'm talking about, this tells me nothing. So I'm still left wondering if there's something that could be done to make it easier to take in or not.

A big issue for me is R20 has been out a long time and when PF2 came out it had almost no support, the sheet was ugly and just a mess.
FG had working weapons and armor to just click.
Foundry has nice looking sheets and working basic automation.

They are all being updated, so it's unlikely R20 could ever catch up,and my only issue with Foundry is that it's mostly fan made(everything beyond the base program) and I've seen things go bad with lots of things that were fan maintained mods when people can no longer support and update things.

So best bet is get into some games run with the latter two programs to get a feel for them. See what feels best for you.

Grand Lodge

2 people marked this as a favorite.

Gotcha. With the added features of Roll20 and the Compendiums I don't find it takes very long to create content. Using Paizo MapTiles, FlipMats, and MapPacks is very easy to set up battle mapsand as you said, monster/tokens are a drag n drop away. I cannot say how it compares to other VTTs but I don't find the effort with Roll20 to be all that difficult or unreasonably time consuming. Though I admit I don't use dynamic lighting which might be a game-breaker for those who do.


3 people marked this as a favorite.
Pathfinder Rulebook Subscriber
TwilightKnight wrote:
Gotcha. With the added features of Roll20 and the Compendiums I don't find it takes very long to create content. Using Paizo MapTiles, FlipMats, and MapPacks is very easy to set up battle mapsand as you said, monster/tokens are a drag n drop away. I cannot say how it compares to other VTTs but I don't find the effort with Roll20 to be all that difficult or unreasonably time consuming. Though I admit I don't use dynamic lighting which might be a game-breaker for those who do.

I think thats the prime issue for me. To get the ease I have in Foundry with all the features I have in Foundry with R20, I would have to pay for all my content all over again, on top of a subscription and even then I might not have adequate coverage of my content (cough Abomination Vaults cough.)

I also like to do a lot of homebrew maps etc even if I'm running prewritten content. So 100mb storage space just does not cut it at all (one reason I went looking for another client and found Foundry is because I had to delete an on-haitus Starfinder campaign in order to work on PF2 content.)


2 people marked this as a favorite.
TwilightKnight wrote:
What stuff used to take hours to prep in Roll20 that takes a fraction of time in Foundry?

1 Fully automating special monsters not included in the Bestiary add-ons.

2 Adding maps from modules not done in Roll20.
3 Creating handouts, etc, from modules not in Roll 20.
4 Realizing the compendium doesn't actually support drag and drop on character sheets.
5 No character creator and no importing of Pathbuilder character sheets.

Honestly, for the premium price, the Roll20 service for Pathfinder 2e is insulting.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Have to admit that while I'm pretty annoyed of roll20 shenanigans as of late, I'm pretty wary of "Foundry VTT is sooo much better" claims because they remind me of when people were like "Fantasy Grounds UI isn't THAT hard to learn!"


1 person marked this as a favorite.
CorvusMask wrote:
Have to admit that while I'm pretty annoyed of roll20 shenanigans as of late, I'm pretty wary of "Foundry VTT is sooo much better" claims because they remind me of when people were like "Fantasy Grounds UI isn't THAT hard to learn!"

Oh don't get me wrong, I can get Foundry to be complicated enough to make FG look like nothing - Foundry lets you inject javascript code directly into character sheets, so for example I made it so that clicking Battle Medicine pops up a side window with checks, DCs, healing, accounting for Medic Dedication, Risky Surgery, and adding level if you're a Forensic Investigator, ending up in a nice little button for players to heal up at a click...

...but I don't have to. I could just enjoy a functioning game without going too crazy. Once you learn that damage rolls have a shield toggle and that shift-click allows you to add circumstance modifiers before you roll, that's enough, and that's generally how I introduce people to it.

(Soon enough, however, I start automating their sheets. I can't help it. Saves me so much time in play not to have to roll separately for finishers and stuff)

Here's a crazy idea, hop by and have a look. I'm sure there's enough people willing to have you join in while they prep their next session. I'm a bit busy now but i'm free in about a day and a half.


1 person marked this as a favorite.
CorvusMask wrote:
Have to admit that while I'm pretty annoyed of roll20 shenanigans as of late, I'm pretty wary of "Foundry VTT is sooo much better" claims because they remind me of when people were like "Fantasy Grounds UI isn't THAT hard to learn!"

Oh, the Fantasy Grounds UI is exactly THAT hard to learn.

I had FG for close to two years, and despite watching videos, following Fantasy Grounds College, I couldn't get the hang of it, and it's very clunky in its design.
I will say that even the free Beta Playtest version on Fantasy Grounds has a better character sheet and character builder than Roll20's "premium" stuff.


4 people marked this as a favorite.
Pathfinder Rulebook Subscriber

A very kind FG employee volunteered to show me how to use FG on a discord call and spent at least an hour with it, and I think I understood it less at the end than I did Foundry out the box.

Liberty's Edge

2 people marked this as a favorite.
Harles wrote:
TwilightKnight wrote:
What stuff used to take hours to prep in Roll20 that takes a fraction of time in Foundry?
1 Fully automating special monsters not included in the Bestiary add-ons.

This is a really big one for me. If a creature does anything more complicated than "hit stuff until dead", and especially if it's a spellcaster, I have to do it all more or less by hand in Roll20, unless I buy all my books again, since owning it just gets you a (marginal) discount. I've also found that many of the stat blocks from the Roll20 compendiums are just wrong or have typos in critical places when compared to AoN. Plus, as mentioned, you're entirely at Roll20's mercy as to whether any of the content from your AP is even available to buy. Foundry just has all of the statblocks in there for free.

I'm running an Age of Ashes game through Foundry. On Roll20, I had to manually do everything, including resizing the maps. Foundry, I just run an importer of my PDF and every map is set up correctly, including walls and doors. It even knows which doors are supposed to be locked (interactable doors is another feature Roll20 lacks).

My players also really appreciate how much easier it is to update their character sheets without having to fight with Roll20's laggy and glitchy sheet. Pathbuilder integration means it takes 10 seconds. Drag and drop of feats, inventory, and so on, along with support for merchants and looting of enemies streamlines things so much it's unreal. A lot of the quality of life things in it are so good that I'm looking at the best ways to use Foundry even after we're able to go back to in person gaming.

OrochiFuror wrote:
This is sorta what I'm talking about, this tells me nothing. So I'm still left wondering if there's something that could be done to make it easier to take in or not.

I'm sorry that wasn't helpful to you. I'm not sure what information you're actually looking for, but I'll to be more explicit: the interface is incredibly obtuse and unintuitive. It's not clear what most things do, and it's very difficult to figure it out. The documentation that exists is unhelpful. I could probably get the hang of it if I spend a lot of time and effort on it (and have to walk my players through every step of the way), or I could just use Foundry, which took all of 10 minutes to teach my players to use, and is $100 cheaper.

Liberty's Edge

4 people marked this as a favorite.
CorvusMask wrote:
Have to admit that while I'm pretty annoyed of roll20 shenanigans as of late, I'm pretty wary of "Foundry VTT is sooo much better" claims because they remind me of when people were like "Fantasy Grounds UI isn't THAT hard to learn!"

I've been playing on Roll20 for 6 years, and have run several games on it. I tried FGU out several times, but just completely bounced off of it. I tried Foundry for one hour and decided to switch all of my Roll20 games over to it that day. There was a brief adjustment period, but my players have all been very vocal about how much they prefer it to Roll20. We're about 3 months in now, and Foundry really is that much better, IMO.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Riiight, I kinda zoned out after hearing claim FG sheets are better than Roll20 ones though. Like yeah official 1e sheet is pretty bad, official starfinder sheet could use better support, but 2e sheet is actually pretty good.

I mean don't get me wrong, I'm cynical about roll20 a lot(because I'm personally salty and can hold one sided grudges about things nobody even knows is a grudge :D ), but I remember when someone was super hyped about astral while back.

People are really eager to find "better alternative to most popular option" a lot for whatever reason. From what I understand of foundry, there is no official support, just lot of "mod" support so to speak so as long you go in for plugin hunting you should be able to do whatever you want. Which sounds like bunch of busy work for newbie to get into and thats not getting into the "trying to convince players to switch when players don't have that strong feelings on roll20 that they'd want to switch" :p

Man I'm being cranky when I'm tired, I should go to sleep

Liberty's Edge

You don't need any modules to work, they're just nice to have. And adding a module is easier than you might be thinking. You don't need to download a zip file, extract it to a folder (which you've made a backup of), or anything like that. From the main menu, you just go search for what you're looking for, then hit install.

I threw together an Imgur album of the entire process and doing that took more time and work than installing the module did. In the first screenshot there's a section for "Game Systems", which is how you add PF2 support, and it works exactly the same way.


1 person marked this as a favorite.
CorvusMask wrote:

Like yeah official 1e sheet is pretty bad, official starfinder sheet could use better support, but 2e sheet is actually pretty good.

[...]

From what I understand of foundry, there is no official support, just lot of "mod" support so to speak

So, here's one thing. Back when I bought Foundry, I was both playing and GMing. The benefits to GMing were pretty immediate and simple, so I mostly focused on those. A little while after, my GM also switched to Foundry, probably in part because of me.

So I also switched my character. A Wizard.

I went from tracking my spells on a feat note (because I couldn't be bothered using the damn spell page, as it was nothing but a broken mess back then) to using the Foundry sheet spell page.

Drag spell from archive to sheet, it's now known. Click spellbook toggle to show/hide known spells. Drag spell to slot to prep it at that level. All spell variables automatically shift based on heighten. Spells can be switched between ready/spent/unprepared. Click name to view short description. Click icon to post to chat. Click attack/damage buttons to cast/roll.

GMs have every reason to love Foundry, but the sheet is what sells it to the players, right out of the box.

If roll20 has official support and foundry doesn't... well, I'll go with the mods. Sorry paizo, I love your products but I guess there's only so much you can do on roll20's architecture.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Thing is though that I've invested a lot into the marketplace maps :p Not just the official paizo stuff, the marketplace stuff. There also doesn't seem to be trial version for foundry, so I'd rather not do what I did with fantasy grounds and regret spending money on it :p

Plus that none of that helps with it being trouble convincing players to try it out when they are barely willing to try out any new systems as well, its been pain to try to convince them try out cypher system.

(have to admit that PDF converter sounds extremely appealing function assuming it works as great as described. Other stuff I'm not really sure about

I don't really care about charactermancer, drag and drop or sheet automization, only customization sheet needs to be able to do is buff calculation as far as I'm concerned.)


1 person marked this as a favorite.
CorvusMask wrote:

Thing is though that I've invested a lot into the marketplace maps :p Not just the official paizo stuff, the marketplace stuff. There also doesn't seem to be trial version for foundry, so I'd rather not do what I did with fantasy grounds and regret spending money on it :p

Plus that none of that helps with it being trouble convincing players to try it out when they are barely willing to try out any new systems as well, its been pain to try to convince them try out cypher system.

(have to admit that PDF converter sounds extremely appealing function assuming it works as great as described. Other stuff I'm not really sure about

I don't really care about charactermancer, drag and drop or sheet automization, only customization sheet needs to be able to do is buff calculation as far as I'm concerned.)

Pro tip: you can always right click and save a map / image / asset.

As for buffs, yeah, it does. System comes with a side menu for conditions (either in coloured icon style or in black and white "roll20 style", I helped with the last), click to add and right click to reduce. Spells and items that add buff are also mostly automated - for example, clicking Cat's Eye Elixir adds the buff to Perception, which you can then remove from the buff bar as normal.

As for a trial version... are you busy in, say, 12-13 hours from now? I've sent you a PM.

Liberty's Edge

CorvusMask wrote:

Thing is though that I've invested a lot into the marketplace maps :p Not just the official paizo stuff, the marketplace stuff. There also doesn't seem to be trial version for foundry, so I'd rather not do what I did with fantasy grounds and regret spending money on it :p

Plus that none of that helps with it being trouble convincing players to try it out when they are barely willing to try out any new systems as well, its been pain to try to convince them try out cypher system.

(have to admit that PDF converter sounds extremely appealing function assuming it works as great as described. Other stuff I'm not really sure about

I don't really care about charactermancer, drag and drop or sheet automization, only customization sheet needs to be able to do is buff calculation as far as I'm concerned.)

Do not worry. Players are still human beings. If anything can help them spend less time and effort to reach the same result, they will adopt it right away.


2 people marked this as a favorite.
Malk_Content wrote:
I think thats the prime issue for me. To get the ease I have in Foundry with all the features I have in Foundry with R20, I would have to pay for all my content all over again, on top of a subscription and even then I might not have adequate coverage of my content (cough Abomination Vaults cough.)

I totally agree on this.

Malk_Content wrote:
I also like to do a lot of homebrew maps etc even if I'm running prewritten content. So 100mb storage space just does not cut it at all (one reason I went looking for another client and found Foundry is because I had to delete an on-haitus Starfinder campaign in order to work on PF2 content.)

And this is my number one reason for never using Roll20, at least as a DM.

I work on something that then I have to delete to make space. I can't download it and switch. It's something I can't accept.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber
The Raven Black wrote:
CorvusMask wrote:

Thing is though that I've invested a lot into the marketplace maps :p Not just the official paizo stuff, the marketplace stuff. There also doesn't seem to be trial version for foundry, so I'd rather not do what I did with fantasy grounds and regret spending money on it :p

Plus that none of that helps with it being trouble convincing players to try it out when they are barely willing to try out any new systems as well, its been pain to try to convince them try out cypher system.

(have to admit that PDF converter sounds extremely appealing function assuming it works as great as described. Other stuff I'm not really sure about

I don't really care about charactermancer, drag and drop or sheet automization, only customization sheet needs to be able to do is buff calculation as far as I'm concerned.)

Do not worry. Players are still human beings. If anything can help them spend less time and effort to reach the same result, they will adopt it right away.

Cypher system is "roll a dice, thats it" and its hard to convince them try it out :p And I have hard time believing the Foundry sheet is that much better for 2e(not to mention for 1e and SF which don't have that pdf importer thingy and are more in need of it than 2e would be) that it would make players jump the ship.

Besides in case it wasn't clear, I already paid yearly subscription to save money from two months <_< There is money investment on top of everything else.

Liberty's Edge

2 people marked this as a favorite.

I started using VTTs not so long ago and I am only on Roll20, for PFS and now a friend's Gauntlight AP.

But really, having to input everything by hand in the character sheet after building my concept in Pathbuilder is time consuming, boring and does not always work so well.

If it is completely automated in Foundry as people mentioned here, I think I will use that in the future as soon as I can. And I would be grateful for the GM who will get us to Foundry.

If you are bound to Roll20 for a year, the best thing IMO is to check again some time before the end how things have evolved on the VTT scene and then decide which system you want to use.

Dark Archive

Pathfinder Starfinder Roleplaying Game Subscriber

Never used pathbuilder or hero labs, but there is ways to import character from there in both roll20 and foundry vtt I think, at least for 2e has modules for that in foundry and I remember there being import for herolabs at least in 1e community sheet


1 person marked this as a favorite.

Foundry can import from Pathbuilder or HeroLabs.

Building a PC from scratch is pretty fast too - ancestry, class, and background are all 'drag and drop', and all the features, feats, spells and items can be added by dragging onto the PC.

The only manual entry is setting your ability scores (type 16 into a box) and setting proficiencies (click on the 'untrained' button to make something 'trained' and keep on clicking to increase it further). The biggest pain with setting up a PC is for classes with specific weapon proficiencies, e.g. a rogue. You have to create a new type of weapon proficiency ("Rogue weapons") and then set the specific weapon in your inventory to use that instead of e.g. martial weapon. The system devs are looking into ways to fix this last issue.

I'm not sure if anyone's mentioned this point yet, but another feature is that development is very quick. A month ago, spontaneous spells were a pain - you had to manually edit the spells to heighten them, and the UI for tracking spell slots consisted of tiny boxes you had to type in. Today, you can heighten spells by dragging them into the correct slot, and there's buttons to use up slots and restore them all at the end of the day.

New content is also available ASAP. The Lost Omens Ancestry Guide should be in Foundry when the book goes on sale. In the interests of fairness, that will be without any automatically applied effects (e.g. if a feat gives a +1 bonus to Athletics rolls to swim, that won't be added automatically), but all of the features, feats and heritages will be there.


1 person marked this as a favorite.

Hello ima add to the discussion since we already have a lot of pros for Foundry i'll add my Cons.

First of all i bought it and played with it a bit and plan to use it in the future. But i havent run any games on it yet. Partly because i got frustrated with it.

Hosting games is definately easier to set up on roll 20. You just log in, buy an adventure path and are ready to go, with all maps finished, tokens placed and art provided.

For Foundry it is a bit different. There are multiple ways of Hosting a game. You can host it via Cloud Hosting, which will require some knowledge regarding the set up of web based applications, will require some fees and probably extra knowledge to optimize it. You can also run it through some partnered servers, which is probably the way most similar to how roll 20 works. You would lose out on some benefits and customization of cloud hosting though and from looking at it it is a tiny bit more expensive than roll 20.

The most common set up is self hosting. You just host from your PC and players log in to your PC via port forwarding. The disadvantage is that they can only do that when you are running it so players cant tinker with theyr stuff unless you run it for them. I personally also ran into the hurdle of port forwarding which DOES take a bit of reading up to work. My problem with that was that my internet provider actually requires you to unlock that. Not for extra cost but you gotta call and ask for it which is a hassle enough as it is. And when you manage to set this up you also need a good internet connection because how well it works will be dependent on that.

And while the setting up of maps worked actually perfrectly for my copy of Age of Ashes chapter 2 but iirc it didnt include the special encounter maps and i wanted to ad some more maps for "random encounters" since not all encounters happen on a specific map. Not fitting a Map into the grid of roll20 requires a bit of playing around but i just couldnt figure out how to do it in Foundry. Well i would have figured it out if my map had perfect squares but in my experience many maps dont so in roll 20 i had to drag it around a bit. in Foundry you cant drag it around, you just have to input the numbers you want for the grid which makes just playing around much harder especially if the map has imperfections. I watched the youtube guide video but ended up frustrated. The PDF converter also doesnt place the enemies so you have to read through it and place them yourself and add artwork. Which is some extra time.

The character sheets are pretty nice and its amazing that all content is there from the start so you have an easy time adding it to the sheets. And the pathbuilder converter is pretty cool.

But the roll20 sheet is (very slowly) getting improvements and i actually enjoy filling them myself. Sure you have to buy the extra books to get the extra content but you can also just write it in yourself if your players pick it. Not more work then placing all the tokens yourself in Foundry.

The big bonus of Foundry is that you dont have to buy stuff twice. If you have a physical version of an Adventure path you can use that to unlock it in foundry. In roll 20 you'd have to "buy it again", same for all the rulebooks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Candlejake wrote:
And when you manage to set this up you also need a good internet connection because how well it works will be dependent on that.

Well that helps decide things for me. Internet out here in the boonies is absolutely abysmal. I wouldn't want to inflict that upon my players as well.


1 person marked this as a favorite.

I think if you use a cloud host, your internet quality won't matter? Or at least, no more so than with any other VTT.


1 person marked this as a favorite.

Correct. Hell, you can get hosting for less than the price of a Roll20 subscription (I believe Molten is the lowest price point and it works quite well, though I personally pay for Forge hosting).


1 person marked this as a favorite.

Just so people know, Foundry has a Web Demo at the top of their home page, where you can play around. This also emulates the players' experience: they don't have to install software, and all they do is log-in with a web browser similar to Roll20.

Foundry VTT Home Page

(Note that this Demo is without mods and is only D&D 5E. I have found the "Token HUD" mod super-helpful, for it allows you to click a Token and one-click buttons appear in the upper-left corner to roll weapon attacks and damage, saving throws, skills, etc.)

Candlejake wrote:

And while the setting up of maps worked actually perfrectly for my copy of Age of Ashes chapter 2 but iirc it didnt include the special encounter maps and i wanted to ad some more maps for "random encounters" since not all encounters happen on a specific map. Not fitting a Map into the grid of roll20 requires a bit of playing around but i just couldnt figure out how to do it in Foundry. Well i would have figured it out if my map had perfect squares but in my experience many maps dont so in roll 20 i had to drag it around a bit. in Foundry you cant drag it around, you just have to input the numbers you want for the grid which makes just playing around much harder especially if the map has imperfections. I watched the youtube guide video but ended up frustrated. The PDF converter also doesnt place the enemies so you have to read through it and place them yourself and add artwork. Which is some extra time.

The rest of your post is true, but I just wanted to amend this: when setting maps you can use the arrow keys to move the image to align it with the grid. Foundry doesn't have a way to "stretch" an image if it doesn't include perfect squares, though. That's the one thing I think Foundry's still missing.

Liberty's Edge

Thanks TRG. I will look at it :-)

Grand Archive

1 person marked this as a favorite.
Pathfinder Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

I bought it and tried to set it up, but it was frustrating trying to find information on how to setup non-self-host solutions. My computer is barely able to open the app, so running a server locally is basically out of question. :X
(It doesn't help that I HATE fiddling with technical stuff outside of work... so I had no patience for that.
Unless there are more complete non-video tutorials on setting it up, I feel like I won't get to use it, unless they make it more user-friendly.
I also got frustrated by the apparent lack of an in-app way to fetch files from the computer, outside of manually copy-pasting files to the internal folder setup. (But I was not able to create a world, so that might be in there?)

In other news, I got to see the actual module loading system, and it's perfect. This alleviates all my concerns about the modules.

Now the only problem I have is with the setup. :/


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber
The Rot Grub wrote:


The rest of your post is true, but I just wanted to amend this: when setting maps you can use the arrow keys to move the image to align it with the grid. Foundry doesn't have a way to "stretch" an image if it doesn't include perfect squares, though. That's the one thing I think Foundry's still missing.

This is true and is about the only fustrating issue with it. And it's only frustrating because for some reason all of Paizo maps have non uniform squares and annoying random partial squares around the edges. I consider this neutral though, because r20's in built tools weren't adequate enough for me to use anyway and I ended up cropping and standardizing for that client too.


Malk_Content wrote:
The Rot Grub wrote:


The rest of your post is true, but I just wanted to amend this: when setting maps you can use the arrow keys to move the image to align it with the grid. Foundry doesn't have a way to "stretch" an image if it doesn't include perfect squares, though. That's the one thing I think Foundry's still missing.

This is true and is about the only fustrating issue with it. And it's only frustrating because for some reason all of Paizo maps have non uniform squares and annoying random partial squares around the edges. I consider this neutral though, because r20's in built tools weren't adequate enough for me to use anyway and I ended up cropping and standardizing for that client too.

I forget it doesn't do that natively :D I align grids with one click and use arrow keys to stretch pixel by pixel. Takes a few seconds if you didn't use the importer.


Pathfinder Rulebook Subscriber
Ediwir wrote:
Malk_Content wrote:
The Rot Grub wrote:


The rest of your post is true, but I just wanted to amend this: when setting maps you can use the arrow keys to move the image to align it with the grid. Foundry doesn't have a way to "stretch" an image if it doesn't include perfect squares, though. That's the one thing I think Foundry's still missing.

This is true and is about the only fustrating issue with it. And it's only frustrating because for some reason all of Paizo maps have non uniform squares and annoying random partial squares around the edges. I consider this neutral though, because r20's in built tools weren't adequate enough for me to use anyway and I ended up cropping and standardizing for that client too.
I forget it doesn't do that natively :D I align grids with one click and use arrow keys to stretch pixel by pixel. Takes a few seconds if you didn't use the importer.

The problem is the maps provided in the AP pdfs have different space sizes within the same map. Doing a square pixel by pixel alignment in the top left leaves spaces 50% out of alignment by the time you get to the bottom.


Malk_Content wrote:
Ediwir wrote:


I forget it doesn't do that natively :D I align grids with one click and use arrow keys to stretch pixel by pixel. Takes a few seconds if you didn't use the importer.
The problem is the maps provided in the AP pdfs have different space sizes within the same map. Doing a square pixel by pixel alignment in the top left leaves spaces 50% out of alignment by the time you get to the bottom.

I said STRETCH.

Unless the maps are disjointed (which happens occasionally with like, two floors of a house), pixel by pixel stretch normally results in a perfectly aligned map. Used to work the same in roll20 back when I used it, it just took a bit longer but it's not impossible.


I just play Kingmaker PCRPG if I want everything automated. A tabletop is just that - a tabletop. Expecting everything to be automated is not on my list of priorities. Maps, dice, and figurines are all that is needed.


PFRPGrognard wrote:
I just play Kingmaker PCRPG if I want everything automated. A tabletop is just that - a tabletop. Expecting everything to be automated is not on my list of priorities. Maps, dice, and figurines are all that is needed.

Yes I'm not after much automation. Map, tokens and dice are really all I need. I modify my monsters and NPCs heavily. I don't especially want everything fully automated. I much prefer the table top feel rather than the computer game feel. I tried dynamic lighting and didn't enjoy the result. So I'm pretty easy to please. I play a lot of different systems and get by just fine on Roll20.

However some of my players definitely prefer the fully automated feel. Currently in a 5th ed D&D game with D&D Beyond character sheet hooked directly into Roll20 and its very nice.

I will check out Foundry for my next game. But internet connectiviy and stability are a big factor.


2 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber
Gortle wrote:
PFRPGrognard wrote:
I just play Kingmaker PCRPG if I want everything automated. A tabletop is just that - a tabletop. Expecting everything to be automated is not on my list of priorities. Maps, dice, and figurines are all that is needed.

Yes I'm not after much automation. Map, tokens and dice are really all I need. I modify my monsters and NPCs heavily. I don't especially want everything fully automated. I much prefer the table top feel rather than the computer game feel. I tried dynamic lighting and didn't enjoy the result. So I'm pretty easy to please. I play a lot of different systems and get by just fine on Roll20.

However some of my players definitely prefer the fully automated feel. Currently in a 5th ed D&D game with D&D Beyond character sheet hooked direclty into Roll20 and its very nice.

I will check out Foundry for my next game. But internet connectiviy and stability are a big factor.

I self host 4 other people, so 5 of us total, with standard entry level internet without any issues. All I needed to do was open a port and you can find your router on portforward.com and follow step by step to do it.


Candlejake wrote:
The big bonus of Foundry is that you dont have to buy stuff twice. If you have a physical version of an Adventure path you can use that to unlock it in foundry.

You can? I was under the impression you needed the official pdfs. Is there a work around to use the importer or something else for those who only own the physical AP books?


nephandys wrote:
Gortle wrote:


I will check out Foundry for my next game. But internet connectiviy and stability are a big factor.

I self host 4 other people, so 5 of us total, with standard entry level internet without any issues. All I needed to do was open a port and you can find your router on portforward.com and follow step by step to do it.

Yeah its the actual reliable internet thats the issue. Local hosting is tricky. Allowing players to access their characters when they want...


5 people marked this as a favorite.

Until Roll20 decides to start integrating the Lost Omens series of books into its system, I will always choose Foundry over Roll20. I've asked several times, including when LOAG was announced, and every time, they deemed the books too "flavor-heavy" to warrant having those books purchasable in their store, despite most of the God choices, several spells and items, and almost half of the available ancestries falling under the Lost Omens series of books.

It's so frustrating. They aren't planning on going back to do Age of Ashes, they aren't keeping up with their promise to keep up with Abomination Vaults, and they refuse to cover any Lost Omens book, opting instead of the half-year Rulebook releases and the modules.

Better to go with Foundry's content, for at least they can use the OGL to cover most of the content, and for most modules and APs, they can allow you to import your maps and content with the .PDFs you already bought with the help of a free Foundry module. Only thing you'd need to do from there is import art and tokens, which you can easily do with the Tokenizer module.

EDIT: And if you don't want to bother with port-forwarding or using a program like Hamachi for connecting to your players, Forge-VTT lets you pay a small monthly fee to host a server for your Foundry games, so it can work like a Roll20 session. Worth every penny, I'd say so myself.


1 person marked this as a favorite.
Ediwir wrote:


The I forget it doesn't do that natively :D I align grids with one click and use arrow keys to stretch pixel by pixel. Takes a few seconds if you didn't use the importer.

Huh i need to play with it some more to figure it out. I wanna give Foundry another try since there ARE some qualms i have with roll20 even though i like it generally (big part is that there is still no charactermancer and therefor no automatic progression. And while you can drag feats unto your sheet and that works pretty well you actually cant drag core class mechanics unto it. So stuff like Rage, Perpetual infusions, divine ally you have to enter yourself. And also there is STILL no space on the char sheet for a formula book)


Candlejake wrote:
Ediwir wrote:


The I forget it doesn't do that natively :D I align grids with one click and use arrow keys to stretch pixel by pixel. Takes a few seconds if you didn't use the importer.

Huh i need to play with it some more to figure it out. I wanna give Foundry another try since there ARE some qualms i have with roll20 even though i like it generally (big part is that there is still no charactermancer and therefor no automatic progression. And while you can drag feats unto your sheet and that works pretty well you actually cant drag core class mechanics unto it. So stuff like Rage, Perpetual infusions, divine ally you have to enter yourself. And also there is STILL no space on the char sheet for a formula book)

If you add a class on the front page of the character sheet, it will automatically apply your class features as you level up. You need to manually drag & drop optional class features (e.g. barbarian instinct, rogue rackets) but there's no data entry required, just dragging.

Class automation is slowly proceeding, as it's a manual process, with 1 or 2 classes added in per week (ish). Most of the core class features (rage, hunt prey etc) are already automated and so the work is now on the remaining features and all the class feats.

Alchemy continues to be a weak point. There's various work-arounds, but nothing nice and shiny. If you want to play an alchemist, I suggest asking in the Pathfinder 2 channel on the Foundry discord, as it's easier to run through the various work-around options there. The devs are aware that alchemy is a quite poorly supported, and so it will get fixed - but I can't make any promises about when.


Shandyan wrote:

If you add a class on the front page of the character sheet, it will automatically apply your class features as you level up. You need to manually drag & drop optional class features (e.g. barbarian instinct, rogue rackets) but there's no data entry required, just dragging.

In roll 20? I know it works in Foundry i was just complaining that it doesnt in roll 20


Candlejake wrote:
Shandyan wrote:

If you add a class on the front page of the character sheet, it will automatically apply your class features as you level up. You need to manually drag & drop optional class features (e.g. barbarian instinct, rogue rackets) but there's no data entry required, just dragging.

In roll 20? I know it works in Foundry i was just complaining that it doesnt in roll 20

Oh, sorry I misread your post as talking about Foundry!

The Exchange

It will be interesting what happens when we go back to being able to have in-person gaming sessions. I remember back before the pandemic (why do I feel old saying that?) and some people brought a large laptop to use the maps portion of VTT but that was rare.


Garulo wrote:
It will be interesting what happens when we go back to being able to have in-person gaming sessions. I remember back before the pandemic (why do I feel old saying that?) and some people brought a large laptop to use the maps portion of VTT but that was rare.

With the exception of a rare weekend or special event, I don't think I will go back to gaming in person. My in-person groups collapsed during the pandemic and I found new (and old) friends online from around the country to play with in a more flexible, easily scheduled virtual space.

We don't have to travel, impose ourselves in each other's homes, bother pets or families, those who want to drink or smoke can do so without offending others, we don't need babysitters, worry about taking the dogs out to use the bathroom. Not to mention the threat of pandemic we'll be living with for years.
I think many will see it the way I do. I don't think "in person" gaming will come back to what it was.

Grand Lodge

Harles wrote:
I don't think I will go back to gaming in person

Agreed. I resisted online gaming for years because I was more interested in playing with "friends" than the actual game, but the convenience of online gaming has changed my mind. Between the traveling, our dogs, food coordination, etc. its just so much easier to schedule online gaming. Not to mention, as a GM I don't have to drag boxes of miniatures, 3D terrain, maps, etc. Its all digital and just as visually meaningful. I do miss one group that has a couple who, even now, won't game online, but moving to the online format has allowed me to start two new groups that I wouldn't have been able to organize in person.


2 people marked this as a favorite.

While everyone is on Foundry Vtt as a topic. I HIGHLY recommend checking out the official forbidden lands release, it is a work of beauty and silly levels of cheap at the moment.
I went in expecting nothing but it is probably the most polished VTT premium release I have seen.
It is something like $25usd to the core rules and both adventures. The ruleset even includes soundtracks.

Whomever was in charge of this implementation deserves a lot of praise.
(it is bought from the frialigan website, they then email you codes 5-10min later and those are implemented into your foundry vtt account)

Candlejake wrote:
Ediwir wrote:


The I forget it doesn't do that natively :D I align grids with one click and use arrow keys to stretch pixel by pixel. Takes a few seconds if you didn't use the importer.

Huh i need to play with it some more to figure it out. I wanna give Foundry another try since there ARE some qualms i have with roll20 even though i like it generally (big part is that there is still no charactermancer and therefor no automatic progression. And while you can drag feats unto your sheet and that works pretty well you actually cant drag core class mechanics unto it. So stuff like Rage, Perpetual infusions, divine ally you have to enter yourself. And also there is STILL no space on the char sheet for a formula book)

My workaround was to create a loot actor for my player, give it their name and "Formula Book"

A nice formula book icon and then fill it with all their alchemical items (adjusting the numbers of items up to 1000 for each). It is here that I modify each alchemical item to
A) point towards the right proficiency
B) include inline script so it is easy to drag across conditions, splash damage and the like

I then created a second bag on their character called "Prepared Alchemical Items" and used an alchemist class icon for the image. The alchemist just drags over their items when they prepare.

Finally I gave them a unique item called "infused reagents (level xx)" that has a number of uses equal to their int modifier + level

It is not optimal and less elegant / automated than my FG:U solution with two spell lists, but all up it works and is quite the smooth experience for the alchemist and GM.


1 person marked this as a favorite.

This is what I have on my formula book for Foundry. It sort of sucks that there's no real native implementation yet, even if they say they've been working on one, but so far it works alright.
Each tab is collapsable, reagents are tracked easily, items can be distributed, and most effects are implemented so I can just drag an elixir buff on an ally and they get the bonuses.
...and I realised now I should change "signature" from Serene to Juggernaut... BRB


4 people marked this as a favorite.
Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

Used Roll20 for some games for about 2 years until the summer of the pandemic when I decided to try out Foundry. The quality difference between them is so massive I can't adequately describe it. It's in contention for the best $50 I've ever spent.

Like, from a player perspective the pf2e plugin is so smooth to build and level up characters, drag and drop loot from the latest adventures/source books very quickly after they come out, and to connect without worrying about roll20's servers going down (Granted, now we need to worry about the GM/host's connection going down but that would shut down the game regardless).

And from a GM perspective running 3 concurrent weekly games for a few months, the amount of pre-built drag-and-drop creatures, items, abilities, spells with built-in damage buttons, status effects for tokens that apply the modifiers automatically across the creatures stats and that offer short reminder descriptions makes Foundry a great choice.

Maybe the best thing is how the plugin is open source and how active the creators are with the community on their discord and on their repo here. I cannot recommend Foundry too highly, just an exceptionally quality experience.

51 to 100 of 138 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Pathfinder / Pathfinder Second Edition / General Discussion / Foundry VTT for Pathfinder 2? All Messageboards

Want to post a reply? Sign in.