So, after last week’s problems we had a much more successful session using Fantasy Grounds Unity.
My group has pretty much settled on Tuesday nights being game night. We all had characters now, and the group ran into a band of five goblins, two hobgoblins, and a goblin chieftain.
The fight was fairly bloody, on both sides. Somehow the players all forgot about the need to parry, or even to move.
Out numbered, and out gunned the result was fairly predictable.
I am hoping that it was because it was all new, but the game session did end up focussing on the map and tokens than on any roleplaying. This is what happened when I played in a 5e game online as well.
The good thing is, even the players said that it was very wargamey or boardgamish.
I want to run something more theatre of the mind next time.
Things I liked was the line of sight in Fantasy Grounds Unity maps, and I like the character creation.
What I found difficult was that there was a massive lag between someone rolling an attack, and the Tabler Resolver appearing and showing the right attack table.
I am not sure if I can bypass that. I don’t know how to add damage to a foe, and the conditions. I would still like to use the condensed combat system by hand, but I am not sure if that is going to be possible.
I have read online that FGU is still being optimised, so I am hoping it wall become more responsive over time. I don’t really want to buy a new laptop just to run FGU.
The other alternative is to let someone else GM. Wouldn’t that be a shame, if I only got to play 😉
As part of my practice and learning I have been making quite a few characters. I cannot decide which I want to play. I am hovering between an Illusionist and a Mentalist. I am also considering building a monk tomorrow and seeing how he turns out.