Schneiderpants
October 25th, 2018, 11:34
I’m a DM, and considering switching from roll20 to Fantasy Grounds and running the official Rise of the Runelords DLC for my party.
From DM perspective, I am very impressed with the combat, inventory, and xp tracking I have seen in the FG videos. Purchasing the official FG adventure path DLC is well worth the prep-time it will save me.
I see only the Core Rulebook, APG and ultimate magic are currently supported. I’m hesitant to limit my players to only that content.
For experienced FG players that have both used the official Pathfinder DLC but also played without it previously, what would we be giving up in FG automation and experience if I wanted to only purchase the RotRL AP, and let my players use classes, weapons and spells not currently having official FG DLC?
I see there are community made mods for expanded classes and races... any input on using those in place of FG official DLC would also be appreciated.
From DM perspective, I am very impressed with the combat, inventory, and xp tracking I have seen in the FG videos. Purchasing the official FG adventure path DLC is well worth the prep-time it will save me.
I see only the Core Rulebook, APG and ultimate magic are currently supported. I’m hesitant to limit my players to only that content.
For experienced FG players that have both used the official Pathfinder DLC but also played without it previously, what would we be giving up in FG automation and experience if I wanted to only purchase the RotRL AP, and let my players use classes, weapons and spells not currently having official FG DLC?
I see there are community made mods for expanded classes and races... any input on using those in place of FG official DLC would also be appreciated.