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Sakusammakko
August 13th, 2008, 21:24
Hi!

I just found FG and would like to get some input. Can you help?

Background: We are a group of 2-3 players who used to play D&D 1e 25 years ago. We would like to re-start our game, but they live in the US and I live in Europe. Online options are going to be ideal for us. I used to be the DM and would probably take up that role again.

1) Which ruleset should we use-- 4e, C&C, something else? How important is choosing the 'right' ruleset?

Our group used to be a 'dungeon crawling' lot. Kick in some doors, bash some heads and take the loot. There seemed to be more interest in adventuring with the same characters and watching them advance than with living in realistic worlds, political intrigue, etc. C&C seems to reflect this simpler approach.

However, one of them has bought the 4e rules and likes the new tactical options. He likes that it's a bit more precise than we used to be. I think he will still be up for mainly adventuring, but he wants to see where his PC is in relation to the bad guys and how he can manuever or be more precise in 'blast radius' and the like.

As I will probably be the DM, I don't want to spend months learning precise rules for lots of new actions and procedures. Nor do I want to have a lot of in-game overhead. If one of the PCs wants to use a feint then leg kick an opponent before attacking, I'd like to say, 'roll a die; that suceeds; attack prone opponent'. I'd prefer not to keep track that this is a special once-a-day feat.

In any case, we will want a ruleset that allows us to download adventures out of the box. We won't be taking the time to create new adventures or campaigns.

2) Which ruleset will allow us to feel like we get somewhere after one session?

I've heard that it can take a long time to get through an adventure in 4e. One of our players said it took 4 hours to get through 2 rooms! It seems like we used to get through much more of a 1e adventure with 4 hours of play. We may only have 1 4-hour session each month.

3) Are there any limitations to the number of PCs a player can control from his machine?

For example, let's say I create 4 PCs to get my players started on an adventure. Could 2-3 players divide up control of the PCs?

This is just a start. I look forward to asking more posts, joining a European game as a player and hopefully being more of a contributor.

Thanks and best!

VenomousFiligree
August 13th, 2008, 22:03
1) Which ruleset should we use-- 4e, C&C, something else?
Savage Worlds! :)


How important is choosing the 'right' ruleset?
Very, I would say, unless you don't mind forking out more hard earned cash if you don't like it. FG comes with 3.5/d20 support as standard, and there's a free 4e ruleset being developed at Four Ugly Monsters (https://www.fouruglymonsters.com/)


In any case, we will want a ruleset that allows us to download adventures out of the box. We won't be taking the time to create new adventures or campaigns.
Digital Adventures (https://www.digitaladventures.net/) has lots of Savage Worlds adventures for FG and White Haired Man (https://www.whitehairedman.com/) are doing some linked adventures for 3.5


2) Which ruleset will allow us to feel like we get somewhere after one session?
Savage Worlds! :)


3) Are there any limitations to the number of PCs a player can control from his machine?

For example, let's say I create 4 PCs to get my players started on an adventure. Could 2-3 players divide up control of the PCs?
FG supports control of multiple PCs. There may be a limit, if so it's probably more than you could handle! PCs are marked as being owned by a player, however the GM can unmark them to allow someone else to take control.

:)
MB

Sorontar
August 13th, 2008, 22:28
Firstly welcome to the boards.

Secondly ....... Bah wouldn't let me reply, reboot the router and I've been trumped :)

I was pretty much going to put the same as MurphBpurn anyway.

Good thing about Savage Worlds is it's cheap to pick up a hard copy of the SW:EX rules to take a good look away from the PC as it retails at $10 or £5.99 in the UK at Leisure Games (https://www.leisuregames.com/acatalog/Savage_Worlds_RPG__Eden_Studios_.html).

You can also get a look at the Test Drive rules (https://www.peginc.com/Downloads/SWEX/TD06.pdf).

If you want epic fantasy Shaintar (https://www.digitaladventures.net/catalog/product_info.php?products_id=104) may fit the bill.

Foen
August 13th, 2008, 23:46
Other than being Savaged, per the above, you might find it best to start with the default ruleset (d20=D&D3.5e), especially if any of you have played computer RPGs such as Baldur's Gate (2e, I think), Neverwinter Nights or (in particular) DDO Stormreach. That way there is no extra overhead, the rules aren't unfamiliar, and you can get up and running stright away.

A few points to note, however:

- FG play is slower than face-to-face. It depends on your group, and whether you also use voice (that topic is VERY contentious).
- You will need to find/create an adventure module. Just like in the 'good ol days' DMs can spend a great deal of time between sessions doing the grunt work.

Welcome aboard Fantasy Grounds, and feel free to fire away loads of questions.

Foen

ShadeRaven
August 14th, 2008, 17:12
In defense of 4E, the pacing of it is largely based on the players and DM. To be honest, once you settle in, I find it much more streamline than 3.xE D&D. We've had battle with upwards of 26 enemies (versus 5 PCs), including an elite boss, and it finished in about 30 minutes. I kept things active as a DM (enemies attacks as seemed natural, I didn't toil over making sure each action was efficient) and players knew their powers (there aren't that many) so were ready each round.

We have a group of folks that started out with good old blue/red box D&D back in '81, too. Part of the reason we started back up was that 4E felt more of a throwback to the old days. Blast through enemies and get to the action.

Beyond that, there's no system that's more suited for political intrigue, reflecting a living world, or deeper roleplay. That's entirely in the hands of the DM and players. We enjoy depth outside of combat and that's how we proceed. We do, however, still prefer intense, fast-paced combat and are having no problem maintaining that with 4E.

Nevertheless, though, Savage Worlds looks to have a lot of great support and positive review, so I am sure that's a good option, too. With some of the current restraints given to 4E, I would bet it has better support right now, as well.

Regardless, though, FG2 will fit the bill for allowing you all to have a good time RPing over a VT no matter which way you go.

Astinus
August 14th, 2008, 18:30
I recommend Castles and Crusades. C&C is basically old school DnD put into FG. And unlike 4E, it includes all spells/monsters etc.

I got my group together after 20 years and we were right back into it, within 10 minutes, like we'd never stopped playing.


As I will probably be the DM, I don't want to spend months learning precise rules for lots of new actions and procedures. Nor do I want to have a lot of in-game overhead. If one of the PCs wants to use a feint then leg kick an opponent before attacking, I'd like to say, 'roll a die; that suceeds; attack prone opponent'. I'd prefer not to keep track that this is a special once-a-day feat.

This is exactly what C&C is all about, with the SIEGE checks, which are are basically ability checks.

As for your player who is liking the strategic aspects of 4E, you can replicate as little or as much of this as you like in FG. It's totally up to the DM.

Sakusammakko
August 15th, 2008, 13:46
Many thanks to everyone who replied. I've bought the full version FGII and the C&C ruleset.

When I see everyone next week I'll get more information about the kind of expereience they'd like to have and go from there.

In the meantime I can read up on FGII, C&C and how to integrate more content within the FGII environment including the 4e rules.