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:
Overall:
Mostly Positive (181 reviews) - 73% of the 181 user reviews for this game are positive.
Release Date: May 9, 2014

Sign in to add this item to your wishlist, follow it, or mark it as not interested

Buy Fantasy Grounds

Buy Fantasy Grounds Four Pack

Includes four copies of the base game - Send the extra copies to your friends.

Buy Fantasy Grounds Ultimate License

Includes 2 items: Fantasy Grounds, Fantasy Grounds - Ultimate Upgrade

-3.2249999046325684%
$149.98

Downloadable Content For This Game

 

Recent updates View all (92)

October 3

Fantasy Grounds and the D&D Monster Manual are on Sale this week

Get them both at 20% off. Don't forget that these discounts stack if you pick them up as part of the D&D Complete the Set Bundle. If you have any friends who are on the fence about picking it up, now is the time to let them know.

http://store.steampowered.com/app/360115/?snr=1_5_9__405

Get the D&D Bundle at a discount and get every new addition to the bundle at 25% off as well. That means you can pick up the Volo's Guide to Monsters for 25% off at launch.
http://store.steampowered.com/bundle/256/

0 comments Read more
0 comments Read more

Featured DLC

Complete a Bundle and Save

Even if you've already bought some of the D&D items, you can Complete the Bundle and save 25% on all the remaining items without having to re-buy anything you already own on Steam. New D&D DLC will be added to the bundle as they release and you can choose to Complete the Bundle again to get all new D&D releases at 25% off.

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 Sept. 2016! Learn more
Overall:
Mostly Positive (181 reviews)
Review Type


Purchase Type


Language


Display As:


(what is this?)
164 reviews match the filters above ( Mostly Positive)
Most Helpful Reviews  In the past 30 days
1 of 1 people (100%) found this review helpful
Recommended
98.2 hrs on record
Posted: September 30
I have the ultimate license, so that anyone can play in my games without having to pay a dime (they can use the beta version). It took me over a year to get the courage to try out the program, as it seemed very intimidating, but after I looked at tutorials online and tried it out for myself with some friends, I found that it is very easy and fun to use.

I have used this and Roll20, and I must say that Fantasy Grounds is far superior for a number of reasons. First is the price. With Roll20, the free version is okay if you're just a player, but as a DM, you need to upgrade. With Roll20, you don't buy the program and it's yours. Instead, you must "rent" it by the month or year with a subscription. With Fantasy Grounds, once you buy it (at once, or through monthly payments), it's yours to keep. One thing I will say about Roll20 is that as it uses Google Hangouts, you can see and hear each other in chat, where Fantasy Grounds does not have a chat function yet. My group uses Razer Comms, a free team voice chat program by the company who makes gaming peripherals. One of the many cool functions is the ability to speak in a racial tongue, and the words will be seem by others who speak the same language. Those who don't will only see strange glyphs which match the language. For example, Dwarvish and Elvish match the runes that were on the code wheel from the original SSI Gold Box game, Pool of Radiance(!). It's got a very nice combat system, where players can simply drop their attack die onto an enemy, and the program will automatically add modifiers, know if they hit, and even deal damage and conditions. It can even do the critical hits and fumbles for you.

Something else to keep in mind is that if you want to be the DM, you will have to have at least the $39 version of the game. With that one, you can play in games with others who have paid for the $39 version, as well. If you get the Ultimate license for $149, then you can play in anyone's games, and you can host the game for people with the free demo version. Also, you'll need to purchase the rulesets for the games you want. For example, You can get the D&D 5E basic rules for cheap (or maybe free), but you're better off getting the full core books to get all the races and classes. At about $40 - $50 apiece, it isn't cheap. Also, the official modules cost around $35 each. I will say, as I own all the offical books and modules, that it's worth it in the end. Sure, it's easy to make your own adventures with PDFs and understanding the format, but all the work is done for you with the purchases.

All-in-all, it may seem a little costly and intimidating at first, but me and my group who live thousands of miles away are having a blast every Monday night. Your best bet is to get the free trial, watch some of the videos online, and jump in someone's game as an observer. You'll be hooked. Just remember that it isn't a "video game" of D&D. It helps keep track of rules, and it's still just a tabletop for playing with friends. Definitely recommended, if you have the extra money.
Was this review helpful? Yes No Funny
8 of 15 people (53%) found this review helpful
2 people found this review funny
Not Recommended
1.0 hrs on record
Posted: September 25
This thing took 26 attempts before it finally downloaded all of the components for the basic version. No tutorial. No software support. No community. As far as I can tell it doesn't even do what it advertises. Wasted almost two hours of my life trying to start a campaign with absolutely NO results. The official website must be serviced by one 1600 baud modem. Connection time outs and resets all over the place. No help or information there at all. Searched YouTube and watched several long winded "how to" videos that told me nothing but how to compile the finished adventure or how to run a premade one that you buy. This software will NOT simplify your adventure writing life. All I wanted was to create some maps and it was so user unfriendly that I gave up. Hopefully my refund come through quickly.
Was this review helpful? Yes No Funny
Most Helpful Reviews  Overall
244 of 264 people (92%) found this review helpful
Not Recommended
996.0 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.
Was this review helpful? Yes No Funny
93 of 105 people (89%) 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.
Was this review helpful? Yes No Funny
79 of 88 people (90%) found this review helpful
4 people found this review funny
Recommended
1,630.0 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.
Was this review helpful? Yes No Funny
66 of 74 people (89%) found this review helpful
1 person found this review funny
Recommended
463.3 hrs on record
Posted: January 24
My comments are strictly from the perspective of a D&D 5e DM.

Prior to getting Fantasy Grounds, I reviewed other options primarily because FG is fairly expensive - or so it seemed. As I started pricing it, it became obvious that the D&D components were priced the same as full priced retail manuals - since they come with the full text and in-game functional tables, this makes sense.

Once I saw it as a licensing issue and understood that this really was an electronically functional version of the game manuals, I was on-board - I wanted the real rules and the full text to be available to me. Since none of my players had an FG license, I also elected to carry the burden and nabbed an ultimate license.

One thing that you will hear is that Fantasy Grounds has a learning curve. This is true. I was 12 hours in before I felt comfortable with it and it was another 12 hours before I realized that I could have done a better job on some things. As time has gone on, I have realized that I want things structured a little differently to better facilitate online gaming - things that don't become clear until you are actually hosting a game.

To learn Fantasy Grounds, I recommend finding a PDF module that you want to use and then 'port' it as a module. Create a campaign just for the module and start moving the text, creating encounters, and building parcels as needed. There is a lot to learn, so use youtube and ask questions in forums when you get frustrated.

At the time of this writing, I've DMed a pair of 4 hour sessions via Fantasy Grounds and have had a blast. My players are satisfied with the visual and rules assistance provided by FG and I am thrilled to be DMing my first campaign since 1989. I anticipate putting over 1000 hours into this software and appreciate what it allows me to do.
Was this review helpful? Yes No Funny
61 of 67 people (91%) found this review helpful
2 people found this review funny
Recommended
563.0 hrs on record
Posted: April 17, 2015
I have both played and DM-ed using this FG2 interface, and this is a great gaming interface. I like it so much, I actually use it during table-top D&D to show the maps, images, take notes and track hit points. As always, it's a huge amount of work for the Dungeon Master. I leared to use their PARSE tool so that I create my own add-on modules for the adventures with it's own creatures, items, token, and images. The game lets us focus on role playing and talking smack while it takes care of most of the tedius tracking stuff.

It's not the same as when I played with pen and paper in the same room with my friends 20 years ago, but now that we moved all over the country and all have families, this is the next best thing. I payed for the full DM license so that my friends all just need the free version.

Now that AD&D 5E is available, this has gotten even better, since that's the rule set we're using.

It does not come with voice, so you do need a seperte voice server (like Mumble) to talk to each other.
Was this review helpful? Yes No Funny
1,077 of 1,603 people (67%) found this review helpful
34 people found this review funny
Not Recommended
0.1 hrs on record
Posted: May 10, 2014
oh boy!!! a $40 2 MB program that does nothing that any free program like it does not, which also strangles your ability to homebrew unless you have extensive knowledge of XML files, and otherwise forces you to do every ounce of the legwork when it could easily do it itself if only the developers put a trivial amount of extra effort into it?! WOW WHAT A STEAL! HHKKKKKhhhkkkjfjgggg :fmad: $$$$$$ remember to buy our special ruleset DLC, unless you want to invest significantly more time and effort than it would take to just homebrew something with actual pen and paper! boy do we love your nerd money!!! $$$$$$

EDIT: since some people have, justifiably, called this a nerd rage review, allow me to expand, particularly upon 'well what ELSE does this and that?' and the greivances i have (this comes from my response to Smiteworks in the comments to this review). Roll20 does all of the things FG does, and does not come with a forty dollar pricetag. Roll20 does not ask for a pile of cash because Roll20 did not acquire meaningless licenses to things that players could have and would have created and distributed for absolutely free, and Roll20 did not slap a massive pricetag on it based on that. what if i don't want to just change spells and monsters? what if i want to have the All Flesh Must Be Eaten's Unisystem rules in place? i will have to MAKE it myself using the world's least user friendly formats- XML, LUA, as Smiteworks has stated- or wait for someone ELSE to do it- or for Smiteworks to release it as a fifteen dollar DLC. Roll20 instead hands all the tools and most importantly FLEXIBILITY i need to customize my campaign's rules right off the bat- i could have a standard 3.5 high fantasy game or AFMBE campaign on my own terms at my own whims. forgive me if this comes off as a cashgrab to me and i can't give it a serious review.
Was this review helpful? Yes No Funny
54 of 65 people (83%) found this review helpful
2 people found this review funny
Recommended
348.3 hrs on record
Posted: October 4, 2014
This is a really good program. We've been using FG for over three years now to run Paizo's Kingmaker Campaign Path. Several of us are in China with the rest of our players in North America, and combined with Hamachi (to get around the Great Firewall) and Skype (for the live talking part), it's as close to a face to face game as people who live on opposite sides of the planet can get.

Fantasy Grounds isn't always the easiest program to use, admittedly, but once you get over the learning curve it's an amazingly robust program. As the GM, the ability to create (or in my case, input from the Campaign Book) the stories and fill them with handy links to maps, npcs, encounters, treasures, and everything else imaginable is incredible. Even if I was running a face to face game I'd use FG just to organize my notes. No more need to have reams of paper around or to flip through books. Just click a link and the thing you need is right there, right away. It also allows you to keep track of xp earned, separated into story rewards and combat rewards. You can see what the players have received with just a quick glance.

Insofar as Pathfinder is involved, it has loads of free modules to increase this functionality, with everything from a complete list of spells to abilities, magic items, and the entire collected bestiary (including monsters and NPC's from the adventure paths!), all one click away. This means I'm free to use my planning time to improve on my campaign instead of flip through stuff looking for informaton.

Not only is this a great virtual tabletop, it's a splendid GM tool. My campaign would be worse if I didn't have all the organizational tools FG provides.

There might be other free programs out there, but nothing I've seen has the depth and robustness of FG. Along with tremendous dev support, I can't recommend FG high enough.

TL, DR; Great program, something of a learning curve. Great for GM's, which is great for players.
Was this review helpful? Yes No Funny
49 of 60 people (82%) found this review helpful
Not Recommended
134.0 hrs on record
Posted: March 9
As a life-long D&D player (I am 42 and have played since I was 10, from the Basic Blue Book and Chain Mail to 5th edition) I was REALLY excited about Fantasy Grounds. And when it works, it works very well.

Unfortunately, "when it works" = not nearly consistently enough. My friends and I have been playing a 5th edition campaign using Fantasy Grounds and recently its been nothing but crashes to desktop CONSTANTLY. It seems to be a memory problem, where if Fantasy Grounds approaches using 4 GB of memory it shuts down.

First, this program has NO business using that much memory - its just sloppy code. I can play Witcher 3 and NOT use that much memory.

The networking code is also atrocious. Absurdly long load times on connection to a campaign, lag rolling dice, etc. Its just not well done.

I can't recommend this product to anyone. Our previous campaign, a 4th edition one, was run in Roll20, and we didn't have nearly the problems we do now using Fantasy Grounds. Fantasy Grounds is DEFINITELY more robust than R20, but that doesn't help when you can't use it due to stability and lag issues. Pity. Stay away.
Was this review helpful? Yes No Funny
Recently Posted
roguecaliber
33.0 hrs
Posted: October 6
The interface is great and well laid out, with the ability to apply a custom skin to enhance the mood. The functionality also matches the interface and is robust and very polished.

The way that the adventure planning pieces feed encounter data into the map/tokens and combat tracking is great. I was able to flow seamlessly between narrative time and combat encounters, and as a DM, I had everything I needed where and when I needed it.

The combat tracker is basically a one-stop shop for DMs. I can see all the relative stats and statuses for each creature in the encounter, including monster stat blocks. There’s no need for virtual “page flipping” to use multiple creatures, and when presented within the initiative tracker, this makes it very easy to play multiple monsters without slowing down the pace of play. Combined with the easy maps and tokens, FG enables a very smooth encounter management experience, which results in faster, more immersive combats.
Helpful? Yes No Funny
blackdeath1oo
0.5 hrs
Posted: October 3
horible and want a refund
Helpful? Yes No Funny
duggelz
0.5 hrs
Posted: October 2
Astonishingly bad user interface. I closed the program after 20 minutes, feeling ripped off, because I didn't think it had the functionality that I had just paid $80 for. I watched some videos, and eventually figured out how to create a character for 5E.

For example, given a space for "Class", I should be able to click in that space, maybe get a drop down menu, or type something? And select Sorcerer? No, not even remotely that simple. You have to open the "Library", making sure you've selected the right "Modules", then drill down to classes, and finally drag and drop something that looks like a graphic decoration but is actually an essential part of the UI. Amazing.

It's just bad. Back to form-fillable PDFs for me.
Helpful? Yes No Funny
Riffter
13.4 hrs
Posted: September 2
An excelent product.
Helpful? Yes No Funny
Cerekay
25.0 hrs
Posted: September 1
I was very skeptical of this game and waited a long time to buy it. I fifnally bought it on steam sale for a large discount and decided to try it. Initially I thought it was crap. The GUI is very counterintuitive and they used very few known good interface techniques.
After using it long enough and getting over the absurd learning curve of the horribly documented and poorly thought out UI, I was able to delve deep enough into the pit of usability and find some really great gems.
Now that I can utilize the software well enough, it has greatly improved my ability to DM a game efficiently and focus more on roleplaying. The time I spent on here is misleading, as I don't invoke the .exe ffrom Steam. I have been using it weekly for a couple months now and I am very glad I spent the money on the D&D 5e kits. If you play regularly with a technologically savy group this is a gret tool.
Of course, like most overly complicated and unecessarily complex tools designed with the "You gotta earn it to use it" attitude, I am not confident that this product will be around in a few years. Also, It doesn't have any tablet or mobile device support, so if you wanna use it in person bring lots of laptops. I guess the Devs never heard of internet of things.... Internet Of Things devs!!!! We want the things!!! We want all the things!!!
Helpful? Yes No Funny
Potens Fidei Aprum
191.5 hrs
Posted: August 31
This app was the best thing ever for my d&d group. I was worried that this would just turn my RPG into a miniture fighting game. My worries were unfounded, it is a story telling game like a RPG should be. My players reside in multiple states and time zones and we play every week vs find new players and start over. I recomend this for any adult who games and finds the travel time and time away from the house/family creates issues, this app will reduce that. 10 of 10
Helpful? Yes No Funny
Major Herpes
35.8 hrs
Posted: August 29
Love this application!
creating a character has never been easier in the RPG world, though not every thing is a positive experience. for one the cost is a bit pricy. for those who have already bought the physical books be ready to drop some more cash, and for new players this is the average price for the books (don't listen to the people saying it cost to much, table top RPG have never been cheap.)
the interface is very simple without loosing control. a new user will have to sit down and understand the ins and outs but that’s no different then reading the books from start to finish. If you want a good campaign you will need to sit down and understand how things work.
all in all, I can't recommend this enough be it for local play so things go smoothly or global play so you can see friends across the globe this program does it right!

Pro
  • works well
  • easy to use
  • covers various rulesets

Cons
  • expensive
  • learning curve
  • no voice chat use skype, teamspeak, dicord
Helpful? Yes No Funny
STORDYR GAMING
262.2 hrs
Posted: August 17
I have been running various groups with Fantasygrounds for the past 5 years and can only say, that it is one of the best tools with a lot of flexibility.
THe integrated rulesets are really good (especially PFRPG and D&D) and the documentation and forums make it possible to bring in all kinds of other RPGs. Altough, I have to admit that it is a lot of work to customize and requires LUA and XML knowledge.

Overall, the tool provides a couple of really good features like local character stores and the possibility to quickly bring content to your players. Basically to bring a picture or a map to your players, you just need to filecopy it into your campaign and can share it within seconds).

The underrated system of synonyms for your chat sessions make it easy for your players even you have a changing IP address.

Frequent updates and ever new rulesets do the rest to make this tool well rounded and worth the money.
Helpful? Yes No Funny