Fantasy Grounds is a hybrid application which allows you to play and create your own RPG games. It facilitates this play and provides some optional add-on Adventure modules which can be loaded and played with very little preparation. Each game will require a GameMaster (GM) and one or more players.
User reviews:
Recent:
Mixed (14 reviews) - 57% of the 14 user reviews in the last 30 days are positive.
Overall:
Mostly Positive (180 reviews) - 75% of the 180 user reviews for this game are positive.
Release Date: May 9, 2014

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July 6

D&D Token Packs Getting Removed from D&D Bundle

After much deliberation, we will be removing the token packs and the upcoming token and map packs from the D&D Complete the Set Bundle. While this gives a discount to people who already own the bundle, we had a number of fans express displeasure with having to also buy them to maintain their "Completed" status for the bundle.

Only official D&D fifth edition releases will be added to the bundle going forward. If we get enough "other" items, we might consider starting a new bundle just for those at some point.

The Complete the Set bundle will still contain the additional Token Packs until later tomorrow afternoon. If you haven't grabbed them yet at the discount and you want to, please don't hesitate. After they are removed, they will be available at full price unless they go on sale.

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About This Game

Fantasy Grounds is an application acting as a virtual online gaming table primarily intended for pen and paper style narrative role playing games. It is designed to perform many of the things you can do while playing at a conventional gaming table and move it online.

* This is not a stand-alone game. This game features no computer controlled AI and relies upon another user acting as a Gamemaster to control the story, action and enemies you face.

Overview

Fantasy Grounds is a hybrid application which allows you to play and create your own RPG games. It facilitates this play and provides some optional add-on Adventure modules which can be loaded and played with very little preparation. Each game will require a GameMaster (GM) and one or more players. Games may be played in a session as short as a few hours or continued with multiple sessions over a series of days, weeks, months or years. A GM will typically install the application and choose their game-system of choice, which we refer to as a Ruleset. Fantasy Grounds comes pre-loaded with Rulesets supporting compatible play for Dungeons & Dragons 3.5, Dungeons & Dragons 4E, Dungeons & Dragons fifth edition and the Pathfinder Roleplaying Game (R). Additional Rulesets are available for free and for purchase from our Workshop. The 3.5E, 5E and PFRPG rulesets are good places to start for new GMs and for people new to Fantasy Grounds. These Rulesets come pre-loaded with some basic Library modules full of abilities, spells, monsters and items that have been marked as Open Gaming Content (OGC) by their respective copyright holders. The 5E ruleset contains all the content from the D&D Basic Rules for D&D fifth edition. Additional rulesets, such as that for Call of Cthulhu or Savage Worlds are fully licensed versions and contain otherwise closed and proprietary content that we've licensed from those publishers. As of April 2015, Fantasy Grounds acquired an official license from Wizards of the Coast for D&D fifth edition. This means that the 5E ruleset supports basic understanding and gameplay for D&D fifth edition but you can also buy fully preloaded data packs and adventures that are licensed from Wizards of the Coast as DLC here on Steam.

Players

For players, Fantasy Grounds will allow you to connect to a game being hosted by a GM and control one or more characters within the game. You will be able to update and maintain your character sheet, much like you would in a face-to-face RPG game, but with some degree of automation and support for dragging and dropping abilities and items from the Library modules (for rulesets which support them.) Whenever a GM shares a map image, you will be able to move a token representing your character and initiate attack rolls against enemies visible on those maps when it is your turn. You will be interacting within the GM's game session with other players and every action you take will be communicated to the GM and connected players along with any chat messages you enter into the chat window. At the conclusion of the GM's game session, you will log out and your character sheet and progress will be saved to the GM's session. When you meet back up and a pre-scheduled time with the GM for the next session, you will be able to continue where you left off. Scheduling of future game sessions is handled outside of Fantasy Grounds via email communication, the Fantasy Grounds forums and Game Calendar, Steam discussions or through whatever source the GM defines. SmiteWorks hopes to improve the match-making features at a later date.

GameMasters

For GameMasters, Fantasy Grounds will allow you to outline and prepare your future game sessions. You will be able to create story entries and link them together or to specific maps. You could, for instance, create a story entry which links to an image of a dungeon and then each room could in turn be linked to individual story entries -- each containing room descriptions, secret GM notes, a list of NPCs and monster encounters or links to more images and player hand-outs. Depending on your game master style and the availability of pre-entered monsters and enemies, you can also run without preparation. You can create and maintain multiple Campaigns, each with their own content and players. When you are ready to run your campaign, you will need to spend some time recruiting players and establishing your preferred frequency and length of play, methods of communication when you are not connected with Fantasy Grounds and whether or not you want to use a voice application such as Skype or Google Hangouts alongside Fantasy Grounds. Most GMs tend to use a combination of in-game text-based chat within Fantasy Grounds *and* a voice application to help facilitate quicker and more natural play.

With this version of the product, you can:


  • Run games as the Gamemaster (GM)
  • Host games as a GM for other players and GMs who are connected as players
  • Host a demo game for 1 player who is using only the FG Demo. The campaign won't allow saving, but will give you the ability to demonstrate the functionality to prospective players.
  • Join games as a player
  • Create characters locally to take with you into a game session
  • Create additional rulesets and modifications with custom XML and LUA Scripting
  • Use hundreds of built-in top-down tokens for monsters, characters and animals

System Requirements

Windows
Mac OS X
    Minimum:
    • OS: Windows XP, Vista, 7x or 8x
    • Processor: 1.6 GHz or higher processor
    • Memory: 1 GB RAM
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 500 MB available space
    • Sound Card: n/a
    • Additional Notes: Requirements vary by the add-ons installed and the number of players connecting to your game.
    Recommended:
    • OS: Windows 7 or Windows 8
    • Processor: 2.00 GHz or higher
    • Memory: 4 GB RAM
    • Graphics: Graphics card recommended
    • DirectX: Version 9.0
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Additional Notes: Requirements vary by the add-ons installed and the number of players connecting to your game.
    Minimum:
    • OS: 10.6.8 or newer
    • Processor: 1.6 GHz or higher processor
    • Memory: 1 GB RAM
    • Graphics: DirectX 9.0 compatible video adapter
    • Network: Broadband Internet connection
    • Storage: 750 MB available space
    • Sound Card: n/a
    • Additional Notes: this product uses a wine wrapper to simplify installation
    Recommended:
    • OS: 10.6.8 or newer
    • Processor: 2.0 GHz processor or higher
    • Memory: 4 GB RAM
    • Graphics: DirectX 9.0 compatible video adapter
    • Network: Broadband Internet connection
    • Storage: 2 GB available space
    • Sound Card: n/a
    • Additional Notes: this product uses a wine wrapper to simplify installation
Customer reviews
Customer Review system updated! Learn more
Recent:
Mixed (14 reviews)
Overall:
Mostly Positive (180 reviews)
Recently Posted
damned
( 84.1 hrs on record )
Posted: July 24
Im obviously a bit of a fan of the Fantasy Grounds platform. You can take that any way you like - it could be a good thing or it could be colouring my review. You will have to decide that for yourself.

I started using Fantasy Grounds about 5 years ago after a 25yr hiatus away from RPGs. I went online looking for a way to play F&D online and after trying everything I could get my hands on I found a couple of options that really excited me. The one that stuck out was Fantasy Grounds.

It stuck out for the following reasons:
1. It had a commercial license and a ruleset for Castles&Crusades which was the closest thing to the old school D&D I had last played all those years ago - and it rocked!
2. It was fun to use. It was fun to throw dice and drop them on my enemy and watch it roll and determine I had hit! and all that cool stuff.
3. The users were really welcoming. A lot of RPG players are quirky and quite set in our ways <grin>. These guys were still quirky and all that but were really welcoming. Id never played GURPs before and some random stranger (hola ronnke) setup a one shot game for me and I was hooked.

Now after using it for quite too much time I have seen the product continue to evolve and develop continuously.
I have seen the amazing things that FG does for 5e.
I saw the guys go after the Wizards and keep going after them until they got them at the table and got them to see just how freaking good their platform was and get the license to publish 5e on FG.
I have seen the community keep on growing with good people, people who really like to help.
The developers and owners are hands-on and interact with the community - with new and old members alike.
Ive made so many friends via FG. I catch up with some of them in person now. Some that live in Sydney and some when they turn up down under. My main group has players from AUS, NZ, NL and the US and Ive been playing with some of those guys for over 4 years. I regularly chat and play with people in at least 10 countries.
Ive watched nervous players grow into confident GMs.
And people who have never programmed in their life start writing extensions and themes and rulesets to keep shaping their hobby their way.

But back to the platform itself.
I have seen other good quality VTTs join the market and Ive used roll20 in 2 campaigns.
They have some great features and great communities too.
But Fantasy Grounds still leads the way in its feature set, its continuous development (you should see the stuff being developed for the Unity build) and its licensed rulesets and content all set it ahead of the others.

Its got a learning curve. Yep - but once you let go of the fact that its UI is not like an Office application you will find it IS intuitive. And its freaking powerful.
It doesnt have a dice roller that can handle all the different permutations that roll20's can (its coming but hurry up already!).
It doesnt have dynamic lighting or dynamic fog of war. Again this is coming but it aint here and some groups love that feature.
The GM does need a decent UPnP router or some basic networking skills or Hamachi to get things connected (Im fairly sure that this too will be easier in the Unity build but there is no official word on that one yet). If you get stuck on this point I guarantee someone will help you out if you post your issue on the boards.

It often gets compared to Roll20 and people hold up Price when comparing. I love that comparison. Roll20 is not free. Someone else is paying and subsidising your free use of the platform. All those servers dont run on critical hits. If the subscribing users stop paying the doors wont stay open. Fantasy Grounds has been a commercial platform for 13 years. Its business model might be old school but its platform and features are constantly moving forward. Paying $40 to be able to play RPGs with people from around the world is a no brainer for me.

If you have any questions - Im happy to answer them.

And just in case you are unsure - I am a user of this platform, I dont work for SmiteWorks and I bought my own Ultimate License.

Helpful? Yes No Funny
Highbinder
( 62.1 hrs on record )
Posted: July 16
Me, personally yes I'd recomend it. Once you learn what you're doing it's easy to not only run a campaign but make your own homebrew classes and weapons. With that said it's not a cheep thing, but table top is not now, nor will it ever be a cheap hobby.

I see a lot of reviews bashing the cost of the game, look if you're not wanting to the a gm that provides everything to your players then don't. Have them decide what they want to be and then them buy the class pack for the class they want. Unless you're willing to throw down money for an ultimate license or a ultimate license sub having everything won't help you either. But that doesn't stop you from being able to do it sans the books. You can litterally add everything from the class in by hand and just type it in.

The type it in method is way more work, but if you already have the books and price is an issue then the type it in method is a work around. You don't need to sub, you don't need to pay for the modules. It's litterally that easy. Roll 20 makes you type it in as well but doesn't have the functionality and you can easily get past all of it with a little work on your own.

Here's a quick how to. When you click on the class tab type the name in, select the die for the hit die and drag it into the box and then the type the level and click on caster until you get that right. On the abilitys hit the plus sign and type it in. Type in the name, and then what it does. If it does a spell or power go and add that on the spell page by clicking the star. Having done homebrew classes this is how I had to do it because I suck at code and was not going to code in all that information.

Now that won't keep track of things like spell uses and the dice mod to spells but it will do most of the work for you. It's not perfect but you can do it without spending money on the mods. It's up to how much work you're willing to do vs how much you consider your time worth. I value my time at about 20 bucks an hour. So unless I can type it all up in less than 3 hours it's worth more for me to just buy the mods.
Helpful? Yes No Funny
TrevorU
( 2.0 hrs on record )
Posted: July 15
You need a deep wallet to play this game.
I downloaded this game in hopes I could use this to DM a local group. Since we are just getting started I thought it would be nice to have a program that would show us the rules and do some of the math for us. I purchased a liscense thinking 40 bucks is a lot, but since its a one time fee it would be fine. I got into the game and found that all the features that seemed useful were behind a second paywall.

I've requested a refund and would not suggest this product especially if you are just getting started like us.
Helpful? Yes No Funny
Tommy
( 8.7 hrs on record )
Posted: July 11
I bought this game a while ago and have spent all my petty 8 hours attempting to learn to system. While the learning curb is steep thats not what makes me not recoment this game. Recently some friends have asked whether or not to buy the game and let me host as gm, at first i thought "Great! ill just go get some DLC so itll be a little easier for them to get into the software and maybe get a campaign too." but to my surprise when i got to the store i found that the players hand book, the most essential part part of D&D, not only was included in the base 40$ software, but was 50$! more than double the hard copy! and its the same with the DMs guide and monster manual, not to mention the campaigns are extremly over priced at 36$. They are ripping people off and it is so infuriating that they can get away with this.
Helpful? Yes No Funny
Ultra Ugo
( 6.4 hrs on record )
Posted: July 8
I received this game as part of a four-pack. Initially, I was excited by the concept and impressed by the interface. I thought Fantasy Grounds was everything I'd need not only to keep track of my characters, but to play campaigns online with friends. Then, I discovered the trap. Fantasy Grounds comes at a high cost of ~$40- but the character creation feature is severely limited. You don't even get all of the options in the 5e PHB, for example. To get everything in the PHB, you need to spend an ADDITIONAL high cost. While I was excited about the product, I would not recommend this to anyone at all. $40 for a fraction of what you need to get started isn't worth it.
Helpful? Yes No Funny
bman78
( 0.4 hrs on record )
Posted: July 7
Roll20.net costs less and provides more service. I cannot recommend this when a competitor is a lot better.
Helpful? Yes No Funny
A Helpless Baby
( 16.3 hrs on record )
Posted: July 4
this works great and is as complicated or simple as you want it to be. However it is really brought down by the lack of easy modification. an in-program module editor/creator would make this product almost perfect.
Helpful? Yes No Funny
LTheMagicman
( 3.3 hrs on record )
Posted: June 27
Love this program. You get what you pay for. There are other VT options out there, but this one is the best for 5e IMO. Roll20 is a free option, but is bleh unless you are willing to script it. I'm too busy to do that so I stick with Fantasy Grounds. Very easy to use. Tons of great features. All my players love that I use this for displaying maps and art. I run a hybrid game. Use this program to assist with running adventures in person.
Helpful? Yes No Funny
XGC APPR3NTIC3
( 12.1 hrs on record )
Posted: June 27
Product received for free
This is the best virtual tabletop software bar none. Every thing you could think of in terms of tools needed for DMs this suite has it all. It supports many systems aside from Dungeons & Dragons, and if you are a D&D 5e fan, virtually every product offered by WotC is offered here, with easy click and drag capibilities and easily referencable rules and material. If you have a group stranded across the country/world and want to play, this program is well worth the price.
Helpful? Yes No Funny
Draconic_Kid
( 16.8 hrs on record )
Posted: June 26
Product received for free
Simple enough to give a character to a child - strong enough for a pro to make a strong character with ease; and all while looking good. The mod/addon community is very lively and produces many useful tools, also. Can't wait to run my own game off of it and not just play.
Helpful? Yes No Funny
Most Helpful Reviews  In the past 30 days
18 of 22 people (82%) found this review helpful
1 person found this review funny
Not Recommended
6.4 hrs on record
Posted: July 8
I received this game as part of a four-pack. Initially, I was excited by the concept and impressed by the interface. I thought Fantasy Grounds was everything I'd need not only to keep track of my characters, but to play campaigns online with friends. Then, I discovered the trap. Fantasy Grounds comes at a high cost of ~$40- but the character creation feature is severely limited. You don't even get all of the options in the 5e PHB, for example. To get everything in the PHB, you need to spend an ADDITIONAL high cost. While I was excited about the product, I would not recommend this to anyone at all. $40 for a fraction of what you need to get started isn't worth it.
Was this review helpful? Yes No Funny
26 of 39 people (67%) found this review helpful
Not Recommended
0.4 hrs on record
Posted: July 7
Roll20.net costs less and provides more service. I cannot recommend this when a competitor is a lot better.
Was this review helpful? Yes No Funny
6 of 6 people (100%) found this review helpful
Recommended
3.3 hrs on record
Posted: June 27
Love this program. You get what you pay for. There are other VT options out there, but this one is the best for 5e IMO. Roll20 is a free option, but is bleh unless you are willing to script it. I'm too busy to do that so I stick with Fantasy Grounds. Very easy to use. Tons of great features. All my players love that I use this for displaying maps and art. I run a hybrid game. Use this program to assist with running adventures in person.
Was this review helpful? Yes No Funny
6 of 8 people (75%) found this review helpful
Not Recommended
2.0 hrs on record
Posted: July 15
You need a deep wallet to play this game.
I downloaded this game in hopes I could use this to DM a local group. Since we are just getting started I thought it would be nice to have a program that would show us the rules and do some of the math for us. I purchased a liscense thinking 40 bucks is a lot, but since its a one time fee it would be fine. I got into the game and found that all the features that seemed useful were behind a second paywall.

I've requested a refund and would not suggest this product especially if you are just getting started like us.
Was this review helpful? Yes No Funny
1 of 1 people (100%) found this review helpful
Recommended
62.1 hrs on record
Posted: July 16
Me, personally yes I'd recomend it. Once you learn what you're doing it's easy to not only run a campaign but make your own homebrew classes and weapons. With that said it's not a cheep thing, but table top is not now, nor will it ever be a cheap hobby.

I see a lot of reviews bashing the cost of the game, look if you're not wanting to the a gm that provides everything to your players then don't. Have them decide what they want to be and then them buy the class pack for the class they want. Unless you're willing to throw down money for an ultimate license or a ultimate license sub having everything won't help you either. But that doesn't stop you from being able to do it sans the books. You can litterally add everything from the class in by hand and just type it in.

The type it in method is way more work, but if you already have the books and price is an issue then the type it in method is a work around. You don't need to sub, you don't need to pay for the modules. It's litterally that easy. Roll 20 makes you type it in as well but doesn't have the functionality and you can easily get past all of it with a little work on your own.

Here's a quick how to. When you click on the class tab type the name in, select the die for the hit die and drag it into the box and then the type the level and click on caster until you get that right. On the abilitys hit the plus sign and type it in. Type in the name, and then what it does. If it does a spell or power go and add that on the spell page by clicking the star. Having done homebrew classes this is how I had to do it because I suck at code and was not going to code in all that information.

Now that won't keep track of things like spell uses and the dice mod to spells but it will do most of the work for you. It's not perfect but you can do it without spending money on the mods. It's up to how much work you're willing to do vs how much you consider your time worth. I value my time at about 20 bucks an hour. So unless I can type it all up in less than 3 hours it's worth more for me to just buy the mods.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
16.8 hrs on record
Posted: June 26
Product received for free
Simple enough to give a character to a child - strong enough for a pro to make a strong character with ease; and all while looking good. The mod/addon community is very lively and produces many useful tools, also. Can't wait to run my own game off of it and not just play.
Was this review helpful? Yes No Funny
2 of 3 people (67%) found this review helpful
Recommended
12.1 hrs on record
Posted: June 27
Product received for free
This is the best virtual tabletop software bar none. Every thing you could think of in terms of tools needed for DMs this suite has it all. It supports many systems aside from Dungeons & Dragons, and if you are a D&D 5e fan, virtually every product offered by WotC is offered here, with easy click and drag capibilities and easily referencable rules and material. If you have a group stranded across the country/world and want to play, this program is well worth the price.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
173 of 189 people (92%) found this review helpful
Not Recommended
520.4 hrs on record
Posted: June 5
OK, so please read the full review instead of just taking note of my thumb down vote for this game. That was a tough choice to make. This program is a very mixed bag, some wonderful things in here that are blended together with some horrible design decisions.

Context: I use this program as a face-to-face tool for my gaming group, no outside connections. So this review will ignore any feature dealing with that. Also, will not be comparing this to any competitors. My setup is a dual screen PC, with two instances of the program open. One (GM) on my monitor and the second (Player) on a TV laying flat. Players are using miniatures and real dice, while I am using tokens and the program's dice.

I'll start with the good. This program is POWERFUL! I can sit down and create almost everything I need with this. If I want to add a weapon type to my game, I can. If I want to change the way a spell works, I can. Edit text in a purchased adventure, create custom classes or races, add a grid to a random overhead map pulled off of google, build an adventure from scratch... all doable. It takes time, but from what I've experienced not much more time than if I were doing everything using a notebook and pencils. One thing I am especially grateful for, is that I can enter any dice roll manually, I don't have to use the program to do it.

Combat is easy. As GM, I simply drag attack dice onto the player I wish to target and release. The program rolls the dice, checks the result against the appropriate defense (including saves), and calculates the result. Damage works the same way, including automatically changing to crit damage on a natural 20. As players, we do it the old fashioned way - they roll, I tell them if they hit or not. For their damage, I just add their damage to a "wound" field in the NPC's sheet, and the program adjusts the current HP for me. HP can be displayed in several ways, "xx/xx", colored circles, etc. There is a "Combat Tracker" that lets me do most of the work from just that one window. It handles attacks, iniative order, HP, etc.

I am using one of the prebuilt adventures, Lost Mine of Phandelver. We've only had a couple sessions, and are still very much in the "OK, wait a moment while I figure out how to do this" stage of the game. There is a lot of clicking, and a lot of windows open at any one time. I haven't decided if this is a good thing or a bad thing, but mostly I think it will be good once I get used to it. The story is subdivided into very small parcels, which sometimes overlap. I've learned the reading several pages ahead is vital. Each page will contain any combination of description, shareable maps (both GM and Player), preloaded encounters (both roster and map placement), pictures, GM Text, and (likely) more that I haven't seen yet. The adventure appears to be word for word, picture for picture, exactly what is being sold for traditional gameplay. And so far, it works very well for taking an inexperienced group and immersing them into the adventure.

Now, for the things that I don't like. Let's start with the very, VERY obvious issue. Price. This program is expensive, there is no way to sugar coat it. For starters, you need to pay $40 for the program. This gets you the basic license, and the core framework that makes the program run. For MY needs, the basic license is all I need - you can host, and connect a second instance using the same computer. For any groups where each player has their own computer, they also need to spend $40. Alternately, the GM can buy an ultimate license, for $150, and then other players can connect to his game for free. They cannot GM, only play. Now, this includes everything needed to play... technically. If you want to DO anything, like create a character, you have two options. You can spend hours at the kayboard doing data entry, copying everything from your Players Handbook into the program. Or, you can buy a players handbook addon... for another $50. Want the DM Guide? $50. Want the Monster Manual? $50. These will add themselves to your base install, but they do not come with a physical copy or a PDF. Physical copies, ironically, are about half this price on Amazon. Premade adventures cost $20-35, which is about the same as buying the physical book.

The next thing bad about this program is the support. If I have a question, I know I will need 20-60 minutes to search through forums posts (or write my own), an outdated / semi-broken wiki, or YouTube tutorials (MANY of which are made by their customers). By and large, that is what the community expects new customers to do. There is no handholding here. In fact, while many forum members welcome newcomers with open arms, many more view Fantasy Grounds as their only child... anyone saying anything less that praise will be immediately attacked.

Missing features, bugs, quirks... Fantasy Grounds has them. This program was not developed with Industry Standards in mind. Fantastic examples: Alt F4 does not exit the program. There is no way to print a character sheet from the program. Adding a weapon to inventory automatically adds attack data, but adding armor does nothing for defense - must manually edit the AC data. Adding a character's background during creation will add everything associated with it, languages, proficiencies, etc --- but changing/removing the background doesn't remove anything it added. It is actually quicker to delete the character and start over than it is to manually search through and fix it.

Finally, there is the talk of revamping the program to run on Unity. Talk that has been going on in the forums since at least September 2014. This has been used as a reason that features/bugs are not being addressed, since their focus is on the new system. As a new customer, I fear that this is like chasing after a Duke Nukem game or Guns'n'Roses album... where there is a very real chance that if it DOES happen, it'll happen far too late to be of any relevance to most of us.

Bottom line, this purchase is a gamble. This is not a single person game, you're relying on your group to be able to play it. At the bare minimum, you are shelling out $110 (base program, character classes, 1 premade adventure) or $40 plus days of programming the races, classes, monsters, equipment, etc into it. What makes it worse, is that you must research exactly what you do / do not need. The DLC total was well over $2,000 last time I looked, which is intimidating. The learning curve is very steep, with a lot of frustrations along the way.

That being said, I'm glad I bought it. I'm confident that in time, I'll become proficient enough with it that it will an amazing benefit to my gaming group. Remember, this thing is POWERFUL. Despite the very valid downsides I've pointed out, this program does 95% of what I want it to do, and it does that well. I don't regret buying it. On the flip side, your mileage will vary, so I cannot in good conscience recommend it blindly.
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86 of 95 people (91%) found this review helpful
2 people found this review funny
Recommended
278.9 hrs on record
Posted: January 29, 2015
Fantasy Grounds is quite honestly the best virtutal tabletop software. I've tried several, but I run campaigns exclusively on this now. This software has a massive learning curve. You can get the basics quickly, but to master it takes a while. It is so feature rich that you can automate 90% of the DMing with enough planning and set up. My players love the system - other DMs that play in my campaigns want to switch over.

Combined with other software (map designing, photoshop, ect) you can create excellent and wonderful campaigns loaded with graphics built upon a fantastic under-the-hood ruleset system which takes the technical (mathematical) aspects comepletely from the game so you can have lightning quick combat encounters and focus on roleplaying. Of course the combat traker is wonderful if you want to have a combat heavy hack-n-slash campaign and only makes combat more enjoyable.

The story design part of the game is great. You can pin combat encounters, NPCs, story elements, loot, exp, and more directly to the map. Experience can be awarded on command. Loot can be dumped into the party inventory automatically and the players can divide it themselves.

Character creation is simple and easy. All of the math is again automated here. Just drag items to your inventory. Same with spells, but things get more complex if you multiclass, but its just part of the learning curve.

Some will complain about connectivity issues. Port-forwarding is a simple thing to do, but VPN software can get around it. Mac -> PC does have some issues. I only have one Mac user in my games, but he has the majority of the technical issues. Tech support is very fast as well, but I've only had to use it once.

Overall, I can't recommend this software enough. I have had hours of use with it.
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74 of 81 people (91%) found this review helpful
4 people found this review funny
Recommended
1,337.3 hrs on record
Posted: September 22, 2015
I did alot of research before investing in this software. I must admit I had some hard times figuring everything out in the beginning, mostly with parsing my homebrew. The good news is that as long as you play a supported system you need no parsing. The software does what it promisses and I like that there's no full automation as it allows me to change values and add my own houserules.
I recomend ppl intrested in this software to not look at the guides at first (atleast for me it was confusing in the beginning) but instead look up ppl on twitch/youtube who use Fantasy Grounds, I would recomend looking at 5e or Savage Worlds campaigns.
Also take full advantage of the forum and meet the great community, there's alot of help, mods, extensions, tips and fun over there.
For me this software is simply the best software investment I've made in recent years and have become a necessity that I play around with even when I do not play a game. Just letting my fantasy flow and creating adventures or having a parsing session.
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