4/7/2023 0 Comments Photosounder crash when opened![]() Does FG have a character generating sheet based off of the PHB? I like in Roll20, that I can stage mobs off on the DM layer and shift them over to the token layer when ready to be used.Ĭharacter creation. This is already answered somewhere I am sure but I wanted to jump in and get a feel for the community as well. Maps can be linked to content in various ways (notes, story entries, pins on other maps, minimized to the desktop, etc.). By default there is only one layer per-se. So selecting tokens can be an interesting affair by default if you have a lot and there is overlap. Yet, there is an extension (Advanced Kombat) that has 3 layers that can be used like you describe. I've been using it in my campaign with no issues so far. I'll put spell area effects on a layer, it does blood splatters (which the group likes because it shows their path through the dungeon), and so forth. FG has what is called a combat tracker along with encounter grouping/management - you have a number of staging options for creatures (even more with the Advanced Kombat extension). Yes, player character sheets are highly automated as long as you have access to the PHB in FG. If you don't, content has to be manually entered to create the same automation. For example, with the PHB you can just drag and drop a class onto a character sheet and it leads you through the options, sets skills, adds feats and abilities, etc. You need to have a different midset to operate FG as opposed to how Roll20 does things (At least as far as I understand it - since I've never used Roll20).Īt any rate combat in FG is handled by a combat tracker. Tokens are just an object on a map which represents a character or an NPC. It's just a token it doesn't have anything attached to it. From my understanding Roll20 uses tokens somewhat differently. So if you want to add more NPCs to a map then this is done by means of an encouinter. You prepare the NPCs in advance adding them to the map where you want them etc and then you close the encounter and pin it to either the map or a story which itself can be pinned to a map. When you are ready to introduce the NPCs you open the encounter, push a button, and the NPCs are placed (invisibly) on the Combat Tracker and on the map. You can then control when these NPCs pop up into existance for the players to see. Map sizes at the moment are recommended to be no bigger than 2048x2048 and less than 1Mb in size. ![]() That isn't a hard limit but going over that too many times can lead to memory issues. However with careful management it isn't a problem. You probably want to have a look at some videos so that you can get a handle on how FG works in this respect.Ĭurrently any maps used in FG are imported into FG and work as an image. You can't paint, draw or add anything to a map in FG itself. All that would need to be done in an external paint package of some kind. Map tiles for example would just be an image of the tile if you added it to FG you would not be able to create a map in FG using map tiles. ![]()
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