GM moving from DnD to Pathfinder 2e. Question about adventure book and Best VTT: FGU orFoundry


Pathfinder Second Edition General Discussion


Hello there, GM here coming from DnD and would like to start an initial campaign in Pathfinder 2e with some questions.

I was thinking of purchasing and running an adventure book for my initial campaing and would like to ask advice to what would be a nice one to purchase.

In addition to this question am planning to have the campaign to run in a VTT, but I am unsure what would be the best one to run, either FGU or Foundry.
I already own a FGU ultimate license and I GM all my prior DnD campaings in FGU. I find it nice, since after I purchase an adventure "book" within FGU, the software does all the hard work to import monsters and maps.

However, one of my players told me the best place to run a Pathfinder campaign would be in Foundry, but I am unsure if this would be the case. I searched the forums and the response I found was over 13 months ago and my friend told me Foundry greatly improved since then.

My question is what do you guys think would be the best VTT system and, if it is Foundry like my player said, if I would need only to purchase the Foundry license and the adventure book in pdf format. Another question is if with only these 2 purchases Foundry would be able to easily import the monsters and maps (I have all PF2e core books in pdf already). I also read that I might need to buy extra modules, but this is not also clear if it is needed or not.


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Pathfinder Roleplaying Game Charter Superscriber

I would go Foundry, no questions.

I have both (FGU - ran Age of Ashes, Foundry - ran Abomination Vaults, currently running Blood Lords). Foundry isn't perfect (I think FGU does condition / duration tracking better) but Foundry is just so much easier to run and use (especially for players - no extra downloads for the client, interface is far more intuitive) - plus all the OGL content is already built in.

I buy the Foundry packages for the AP books to have the maps and scenes preset.

The biggest downside of Foundry is figuring out what modules you want to use to enhance play experience and getting used to using a new VTT.

But still, for $50 it's the best VTT experience available IMO - especially for PF2e.

Liberty's Edge

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Your player is correct. All rules content is already included in Foundry's PF2e system, including every creature stat block, with no additional purchases necessary. What it does not include is art or maps, which is what you would need the PDF for (or the official Foundry modules Paizo has put out for more recent releases). If you already own the AP's PDFs through Paizo, then you will receive a discount on the price of the module, if it exists.


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I don't have experience with FGU, but I will say my experience with PF2 and Foundry has been good. If you purchase the base package + adventure path modules there is not a whole lot of extra work to get things running.

And purchasing modules isn't required, it's just then you have to get art work and set up maps yourself.

Dark Archive

As far as what adventure book to purchase: I'd probably steer clear of Age of Ashes, Extinction Curse, and Agents of Edgewatch. Those are the first 3 and are a little rough around the edges, particularly with the encounters. A number of them are unnecessarily lethal.
Fist of the Ruby Phoenix is another one to avoid, because it starts at 12th level, so probably not great for a group that's new to the game.

I haven't run Abomination Vaults, but it's the one I've heard the most good things about. From what I understand, it's got a good mix of kind of old-school dungeon crawling mixed with interesting characters you get to meet and not necessarily murderize.

The 1st edition version of Kingmaker was incredibly well received. I haven't heard either way about the 2e version, but I can't imagine it went from amazing to bad in the transition, so that's a pretty safe one.
However because of the nature of it being a single book, it's a larger initial investment, since you're basically buying 6 books in one, since it doesn't come separate.
Plus the exploration and kingdom stuff could be a bit much, but it sounds like y'all are experience RPG players, just new to 2E. So odds are you'd be fine if that's the kind of game you and your players would want to run.


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Ectar wrote:
I haven't run Abomination Vaults, but it's the one I've heard the most good things about. From what I understand, it's got a good mix of kind of old-school dungeon crawling mixed with interesting characters you get to meet and not necessarily murderize.

I have no personal experience with either Abomination Vaults or Foundry, BUT I will point out that there is currently a Humble Bundle active (for the next seven days) in which you can get the Foundry module for Abomination Vaults, along with a ton of other PF2 content, for $25.


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Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Both FGU and Foundry are very solid.

FGU still has a bit more automation that Foundry, so if you want the most automated things, go with FGU. (But Foundry is very, very close now) FGU is also the more expensive option.

Foundry is definitely the darling of pf2 organized play, so if you're looking to do any of that, that's a strong point in Foundrys favor. If you're only running for a virtual home group, whichever style your group likes best (desktop app (FGU) versus webpage(Foundry)).

Foundry (depending on your hosting solution) can also be easier if you want players to be able to drop in to handle levelup/inventory management between sessions without having to have the GM start the server.


Foundry is far way updated, specially the modules. But it can be very tricky due many updates and modules integration. Sometimes they don't integrate well or even breaks but with exception of main PF2 module, all other modules are optional but they help A LOT!
It's updated so fast that in 2 days after the release of 4th print of CRB the modules was already updated with new "alternative" stats rules.

So if you want to keep the Foundry modules update you need to prepare to fix/workaround something with some frequency yet it's worth. It's fun to see everything following the current rules updates, books releases and more and more well automated.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I find Foundry to be maddeningly difficult to figure out. I purchased a module on there recently, did the activation code, and the module simply isn't there.
Every time they do an update, you have to check to see if your current module also got updated. Otherwise it can cause trouble if it's not one of the "stable" updates.
I just find it to be super hard to use. I use FGU. Even tho it is very slow on updates (the opposite problem). But at least it's easy to figure out.


Fantasy Grounds is more expensive to an almost absurd degree. Foundry has everything you could need included free, and everything you could want is easily imported (that is, adventures - that Humble Bundle is a killer deal especially, if you want to run Abomination Vaults).

Ched Greyfell wrote:

I find Foundry to be maddeningly difficult to figure out. I purchased a module on there recently, did the activation code, and the module simply isn't there.

Every time they do an update, you have to check to see if your current module also got updated. Otherwise it can cause trouble if it's not one of the "stable" updates.
I just find it to be super hard to use. I use FGU. Even tho it is very slow on updates (the opposite problem). But at least it's easy to figure out.

If you entered your module activation code and it did not activate, contact Foundry support.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber
Grankless wrote:


If you entered your module activation code and it did not activate, contact Foundry support.

I contacted support and they got me fixed up.

The module is loaded. And the "scenes" tab doesn't have any scenes in it.

My main point is, everyone says Foundry is better without question. And I can't figure out how to use it to save my life. It's very complicated.
I wish I could, because it is much cheaper. And Release 19 for FGU was supposed to be out in Feb of 2022. But at least I can run FGU in my sleep. It's pretty simple.


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Ched Greyfell wrote:
Grankless wrote:


If you entered your module activation code and it did not activate, contact Foundry support.

I contacted support and they got me fixed up.

The module is loaded. And the "scenes" tab doesn't have any scenes in it.

My main point is, everyone says Foundry is better without question. And I can't figure out how to use it to save my life. It's very complicated.
I wish I could, because it is much cheaper. And Release 19 for FGU was supposed to be out in Feb of 2022. But at least I can run FGU in my sleep. It's pretty simple.

Generally speaking you need to install the module, then activate the module. With some games (I can't speak to the Pathfinder premium modules) there will be a journal entry or compendium entry with an "Import" option which sets up the scenes, actors, items, journal entries etc.

Foundry does have a learning curve, absolutely. It's also a great VTT and the Pathfinder implementation is stellar and worth the effort.


Yes compared to other VTTs like Roll20 and FGU foundry has the biggest learning curve due it's high modularity and options. But once dominated this can be easily compensated by the automation, available tools and the complete compendium with basically all things from all books even playtest classes have modules.

The only thing I miss in foundry compared to FGU and even Roll20 is there's no AP ready with maps with everything in place. So you need to import and adjust your own maps and anotations but for other side you don't have to buy each module or thing like happen in FGU and even Roll20. Just install the PF2e module and everything that's not graphical is there, just install PF2e Workbench and almost everything will be automated.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I'm watching a bunch of videos on it. It appears that it's all driven by mods, for the most part. I'm gonna keep playing with it.
Iv3 got the license for both Foundry and FGU, so I can use one and fiddle with the other.


YuriP wrote:
The only thing I miss in foundry compared to FGU and even Roll20 is there's no AP ready with maps with everything in place. So you need to import and adjust your own maps and anotations […]

Now, there is PDF to Foundry for those owning APs in pdf; and Narchy‘s maps aren‘t that bad, either.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path Subscriber

I got the Abomination Vaults for Foundry, and everything looks ready to go. Maybe I need to look at it again, now I'm second guessing myself. Does it not have a grid or something?


I know this thread is a few weeks old but I'm throwing my hat in the ring for Foundry as well. Some of the learning curve is insane (try figuring out the A/V setup without a guide!) but once configured you can do just about anything you can dream of.

I managed to convince my very pro-D&D group to switch over to PF2e by enticing them with Foundry (they used to run Roll20). We've been running Age of Ashes for a while, the importing module works really well.

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