I own both found Foundry a nightmare whereas I found Fantasy Grounds easy to use. Yes I had to buy all the the WOTC content even though I own the books but was fine with that.
I gave up on Foundry more stress than anything.
I have not really tried roll 20 because fantasy grounds did everything that I was looking for.
FG is also a lot better than it used to be. Unity version was a massive improvement in making things work easy.
I bought a license and use Forge to host so my players just need a web browser to log in. Heck one of my players regularly uses an iPad though admittedly its a little quirky.
FGU has much better automation by default making if more like a simulator. This actually allowed me to play a bard without having to remind everyone every round that they have buffs. FGU also has 50% off sales fairly often, so it's really $75 for a lifetime ultimate, or $20 per person for the standard if you can wait.
FVTT has a better UI, but (without courses in software development) it is very hard / impossible to directly interact with other entities. Eg. apply damage, buffs, or debuffs. Every player has to find the buff/debuff in the compendium, add it to their character sheet, and then activate it, then keep track of the rounds, then deactivate it.
I have a group on FGU, FVTT, and Roll20, and I would suggest them as follows:
FGU - Takes time to set up, but it offloads a lot of little tasks from the DM in-session
Roll20 - Just easy... so easy to start throwing dice and make stuff on the fly
FVTT - Only if you buy a full premade adventure that has been fully implemented. So just plug and play for the DM, but still all of the in-session busy work
All that being said, you'll have to see what Hasbro/WotC tries to destroy next time their executives can't buy 3 boats in a year.
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I think somebody might just be bitter about their choice of VTT.
Foundry VTT is still going strong.
I own both found Foundry a nightmare whereas I found Fantasy Grounds easy to use. Yes I had to buy all the the WOTC content even though I own the books but was fine with that.
I gave up on Foundry more stress than anything.
I have not really tried roll 20 because fantasy grounds did everything that I was looking for.
FG is also a lot better than it used to be. Unity version was a massive improvement in making things work easy.
I'm a vote for Foundry as well.
I bought a license and use Forge to host so my players just need a web browser to log in. Heck one of my players regularly uses an iPad though admittedly its a little quirky.
FGU has much better automation by default making if more like a simulator. This actually allowed me to play a bard without having to remind everyone every round that they have buffs.
FGU also has 50% off sales fairly often, so it's really $75 for a lifetime ultimate, or $20 per person for the standard if you can wait.
FVTT has a better UI, but (without courses in software development) it is very hard / impossible to directly interact with other entities. Eg. apply damage, buffs, or debuffs. Every player has to find the buff/debuff in the compendium, add it to their character sheet, and then activate it, then keep track of the rounds, then deactivate it.
I have a group on FGU, FVTT, and Roll20, and I would suggest them as follows:
All that being said, you'll have to see what Hasbro/WotC tries to destroy next time their executives can't buy 3 boats in a year.