Tempered7
July 3rd, 2025, 13:42
I wrote this entry to explore QoL features of VTTs comparatively, to find a target for my first extension. And to leave it here as reference. Reducing time consumption in usage and ease of access are my focus here. But these are by no means wishlist requests.
An all-encompassing QoL feature comes to mind is, options that reduce open windows and improve visuals & accessibility of frequently used features and info. Like Trenloe's "Favorites" tab addition in PF2.
* In-app encyclopedia window with tabs & search that includes all mechanics (feats, classes, spells) of all loaded rulebooks in 1 window with categories.
* Another integration could be Lareun's idea of Atlasian Wiki within FGU, would save time for users and devs.
* Hover-over tooltips can be added to give additional info in small icons / setting options, especially for new players to make sense out of them quickly.
# Integrated Dice Rolling and Math Automation
Just comparison, no ideas.
* FGU excels in math automation among all VTTs, especially for complex games like Pathfinder 2, Savage Worlds, and Deadlands, with clear rule transparency and extra dev notes.
* While Foundry VTT offers strong automation with complex systems such as PF 2E, it requires more user modifications which adds to the time in solo sessions.
* Roll20, on the other hand, is accessible but relies on user scripts for advanced automation.
# Combat Tracking
While Foundry VTT is highlighted for its flexibility and the availability of addons to enhance combat tracking, especially with the "Carousel" mod, FGU offers a more intuitive experience for certain systems.
* A small improvement can be made by displaying variable numbers as they change. Such as in AC, De/buffed abilities.
* Ability to drag & drop only main weapons of PCs to the Combat Tracker under "Offense" would be useful when players have to make different type of rolls in a succession. This can include spell slots for spellcasters / powers, etc. This is to reduce time in changing tabs.
# Character Management
QoL features that allow for easy placement and management of characters and tokens on their own windows and in maps can help in organizing the game space and reducing the clutter.
Drag & drop function in FGU, combined with "find token" button on Char Sheet are already great QoLs.
* But if "Select Portrait" window can be linked to Assets menu or included Campaign folder, it would be better for time/accessibility. //EDIT: Back button is already available.
* Also, the Encyclopedia with search function I mentioned above could also include PCs links for general access in 1 window with everything else.
# Interface & Map Management
Owlbear Rodeo and Foundry VTT offer map creation and token management features with addon support. These allow players to import custom maps, place tokens, and manage dynamic elements like fog of war and line of sight. Foundry's Map Layout is in the middle, and categorized menus are on the right side while "Tools" are on the left side.
FGU's current Tabletop layout of floating map windows versus widened pinned map into background leave little room for other windows. Below image is the most optimized one that I could manage.
64720
EDIT: If there can be quick access to Combat Tab of all cascaded Sheets, it'll save much time and space in Solo Mode. Maybe a Main Window with Combat Tabs of all PC's in PS & CT?
* Ability to divide the Tabletop into unmovable (!) parts which fits all elements (maps, sheets) -in a way that Map & CT wouldn't steal room from Char Sheets-can be achieved with a theme.
* Such a theme would require the Chat Window to be also get on top for quick access without covering too much space.
* A small but time-saving QoL is the ability to also change the size of a window upwards and leftwards. With Ctrl + LMB, we can only change size of a window to the right and down sides.
* And a huge one but maybe a layout editor integrated into FGU.
* Below image is the layouts from Win 11. Theoretically, when applied to FGU Table Top with adjustments, one common requirement is Thinner frames for windows.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64721&stc=1&d=1751546140
# Note-Taking Features
Comprehensive journaling tools help solo players keep track of their narratives, character development, and game progress. The Augur and Foundry VTT both offer robust journaling features that can include text, images, and links, enhancing the storytelling aspect of solo play. Additions that can make FGU more solo friendly;
* Current "1 link per line" system can be enhanced into multiple links per line which would made the note be used like an HTML page.
* An option to justify and change the size of the text within story notes, ref manuals could also improve visuals for disabled users.
* Moreso, pop-up tooltip window option for links can be added to peek the first paragraph of a (story, feat) link within ref manuals. These tooltip windows can also have a scroll bar to quickly navigate up and down within the pop-up window. This way, the clutter of windows that reduce visibility of other windows can be decreased to minimum. It also solves the page changing problem when reading ref manuals.
* Lastly, after skipping pages, a "go back to last page" button in Ref manuals improves a long way.
# Custom Ruleset Support
VTTs that allow the creation and integration of custom rulesets provide greater flexibility. The Augur, for example, supports custom rulesets and is particularly well-suited for solo play, offering features like procedural generation for NPCs and environments such as in hexploration. (*)
* Sounds crazy, I know, but if we could do the edits to a ruleset "within" FGU, it could save time for both players and devs. Think of it as a sort of ruleset editor "within" FGU.
* One example can be "create new field type in search" for listing entries in any window depending on a type that's not available. Such as to search monsters by their action types (bonus, reaction).
* If for example, the ability to customize most asked mechanics for ruleset parts can be added as a main function, it would benefit both soloists, group GMs and devs.
EDIT 1: (!) Such a rigid or customizable partialization of the layout could also repurpose Tabletop in ways that Board Games use. But this one requires for me to check more board game layouts.
EDIT 2: (*) Maybe a built-in skeleton of a system that allows automating hexploration. Base componenets are already in it; Map Editor and Tools, Grid Options, Rollable Table Support, etc. All it requires is a way that combine these pieces into a coherent, naked, system which then artistry parts (hex tiles, etc) can be sold later.
Similarly, another such system for procedural generation of dungeons, wilderness, cities, space systems, etc. As far as I know damned and Griogre are working on the solo dungeon gen part. I wish more power to their elbows.
# Map Making Tools
I have no idea on this one but I will add it later.
An all-encompassing QoL feature comes to mind is, options that reduce open windows and improve visuals & accessibility of frequently used features and info. Like Trenloe's "Favorites" tab addition in PF2.
* In-app encyclopedia window with tabs & search that includes all mechanics (feats, classes, spells) of all loaded rulebooks in 1 window with categories.
* Another integration could be Lareun's idea of Atlasian Wiki within FGU, would save time for users and devs.
* Hover-over tooltips can be added to give additional info in small icons / setting options, especially for new players to make sense out of them quickly.
# Integrated Dice Rolling and Math Automation
Just comparison, no ideas.
* FGU excels in math automation among all VTTs, especially for complex games like Pathfinder 2, Savage Worlds, and Deadlands, with clear rule transparency and extra dev notes.
* While Foundry VTT offers strong automation with complex systems such as PF 2E, it requires more user modifications which adds to the time in solo sessions.
* Roll20, on the other hand, is accessible but relies on user scripts for advanced automation.
# Combat Tracking
While Foundry VTT is highlighted for its flexibility and the availability of addons to enhance combat tracking, especially with the "Carousel" mod, FGU offers a more intuitive experience for certain systems.
* A small improvement can be made by displaying variable numbers as they change. Such as in AC, De/buffed abilities.
* Ability to drag & drop only main weapons of PCs to the Combat Tracker under "Offense" would be useful when players have to make different type of rolls in a succession. This can include spell slots for spellcasters / powers, etc. This is to reduce time in changing tabs.
# Character Management
QoL features that allow for easy placement and management of characters and tokens on their own windows and in maps can help in organizing the game space and reducing the clutter.
Drag & drop function in FGU, combined with "find token" button on Char Sheet are already great QoLs.
* But if "Select Portrait" window can be linked to Assets menu or included Campaign folder, it would be better for time/accessibility. //EDIT: Back button is already available.
* Also, the Encyclopedia with search function I mentioned above could also include PCs links for general access in 1 window with everything else.
# Interface & Map Management
Owlbear Rodeo and Foundry VTT offer map creation and token management features with addon support. These allow players to import custom maps, place tokens, and manage dynamic elements like fog of war and line of sight. Foundry's Map Layout is in the middle, and categorized menus are on the right side while "Tools" are on the left side.
FGU's current Tabletop layout of floating map windows versus widened pinned map into background leave little room for other windows. Below image is the most optimized one that I could manage.
64720
EDIT: If there can be quick access to Combat Tab of all cascaded Sheets, it'll save much time and space in Solo Mode. Maybe a Main Window with Combat Tabs of all PC's in PS & CT?
* Ability to divide the Tabletop into unmovable (!) parts which fits all elements (maps, sheets) -in a way that Map & CT wouldn't steal room from Char Sheets-can be achieved with a theme.
* Such a theme would require the Chat Window to be also get on top for quick access without covering too much space.
* A small but time-saving QoL is the ability to also change the size of a window upwards and leftwards. With Ctrl + LMB, we can only change size of a window to the right and down sides.
* And a huge one but maybe a layout editor integrated into FGU.
* Below image is the layouts from Win 11. Theoretically, when applied to FGU Table Top with adjustments, one common requirement is Thinner frames for windows.
https://www.fantasygrounds.com/forums/attachment.php?attachmentid=64721&stc=1&d=1751546140
# Note-Taking Features
Comprehensive journaling tools help solo players keep track of their narratives, character development, and game progress. The Augur and Foundry VTT both offer robust journaling features that can include text, images, and links, enhancing the storytelling aspect of solo play. Additions that can make FGU more solo friendly;
* Current "1 link per line" system can be enhanced into multiple links per line which would made the note be used like an HTML page.
* An option to justify and change the size of the text within story notes, ref manuals could also improve visuals for disabled users.
* Moreso, pop-up tooltip window option for links can be added to peek the first paragraph of a (story, feat) link within ref manuals. These tooltip windows can also have a scroll bar to quickly navigate up and down within the pop-up window. This way, the clutter of windows that reduce visibility of other windows can be decreased to minimum. It also solves the page changing problem when reading ref manuals.
* Lastly, after skipping pages, a "go back to last page" button in Ref manuals improves a long way.
# Custom Ruleset Support
VTTs that allow the creation and integration of custom rulesets provide greater flexibility. The Augur, for example, supports custom rulesets and is particularly well-suited for solo play, offering features like procedural generation for NPCs and environments such as in hexploration. (*)
* Sounds crazy, I know, but if we could do the edits to a ruleset "within" FGU, it could save time for both players and devs. Think of it as a sort of ruleset editor "within" FGU.
* One example can be "create new field type in search" for listing entries in any window depending on a type that's not available. Such as to search monsters by their action types (bonus, reaction).
* If for example, the ability to customize most asked mechanics for ruleset parts can be added as a main function, it would benefit both soloists, group GMs and devs.
EDIT 1: (!) Such a rigid or customizable partialization of the layout could also repurpose Tabletop in ways that Board Games use. But this one requires for me to check more board game layouts.
EDIT 2: (*) Maybe a built-in skeleton of a system that allows automating hexploration. Base componenets are already in it; Map Editor and Tools, Grid Options, Rollable Table Support, etc. All it requires is a way that combine these pieces into a coherent, naked, system which then artistry parts (hex tiles, etc) can be sold later.
Similarly, another such system for procedural generation of dungeons, wilderness, cities, space systems, etc. As far as I know damned and Griogre are working on the solo dungeon gen part. I wish more power to their elbows.
# Map Making Tools
I have no idea on this one but I will add it later.