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Some key learnings from the first session on Fantasy Grounds
#1
  • As an open Beta, it still has some quirks and glitches
  • It is not the most easily navigated or intuitive application to use
  • There can be updates pushed 20 minutes or less after you already checked for and applied updates.
  • If a player has not created their character on a local version of the application and need to create them on the server on the fly, even if you have loaded Resources for the players to use, they will need to also load them locally to gain access to those resources.
  • Unity does not add modifiers and rolls to give a total by default, meaning you have to right click and select display sum on each roll or do the math.
  • Lag and delays happen, especially as more people join games on the platform
  • Working with maps can be a little quirky, as I kept running into an issue on one map where I could not put any tokens on it.  I’m not sure what setting I changed that finally allowed it to work, but it took some doing.
  • The entire Fantasy Grounds server was impacted at one point where it stopped responding and would not let anyone reconnect for a while.
  • Players will need to be instructed on selecting targets in the application, which will allow Fantasy Grounds to calculate hits, misses, and apply damage
  • If the GM shares something publicly with the players from the game and it does not pop up on the screen for them, it will appear if they go to images and look for it.
  • On the Discord side, voice occasionally drops out, so players will need to disconnect and reconnect to the voice server to restore service at times
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Some key learnings from the first session on Fantasy Grounds - by LokiTheWanderer - 04-11-2020, 08:33 PM

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