Many people have come across “virtual tablets.” The most prominent seems to be Fantasy Grounds and Roll 20. These services allow us to play however we want. We managed to find a set near my house. Well, it’s not very close to our house. The players came from all over the world, and people played from the front room of the house. Plus, with various games and players to choose from, the requirement to start late at night didn’t make much of a difference. People managed to find a gamer online somewhere, day or night.
However, many people had trouble playing it. What virtual desktop should I use? We trust that you can ask yourself the same question. During the last year, many have used them extensively. This article compares fantasy grounds vs roll20 in different categories and identifies the winners in each category.
Configuration and ease of use
The behavior of the two services differs slightly. Fantasy Grounds is a program that must be installed while Roll 20 is running in your browser. Without a complicated setup, this quickly gives the Roll 20 an edge. All you have to do is log into the site, open the game, and play it. Fantasy Grounds has the added complexity of modifying the firewall to allow incoming connections from the player (if functioning as a DM). This is not an insurmountably complicated process, but it is not for beginners either.
Verdict: Roll20 dominates here by a wide margin.
Both services offer excellent levels of access, and both provide free access. You only need a free account to play any of them (but for Fantasy Grounds, this is only true if the DJ has an “Ultimate” account). Roll20 can only manage the game for free. With Roll20, the whole group can play without paying a penny. If you are on a tight budget, that makes it a more attractive product than Fantasy Land. Sure, there are no bells or whistles, and you have to do a lot of leg work as a DJ, but it is possible. With Fantasy Grounds, someone or everyone pays (GMs with standard accounts can host games for other ordinary account holders, but they offer standard account fees that free account owners cannot)
Verdict: Roll 20 again is definitely cheaper and the winner of fantasy grounds vs roll20.
Ease of Participation and Recruitment in the Game.
Roll20 has a group finder built into the app, but fantasygrounds relies on recruiting forums to find players and register for games. The latter is not difficult to negotiate, but it is not as smart as a dedicated tool.
Roll20 games tend to be oversubscribed. Subscribe to the game and find 20 applications already sent. They all include a full drama background and a selfie. Finding the kit tools in Roll20 is all about ease of use, and it has generally been successful in finding games in fantasy lands, even if it is a hassle.
Of course, if you are a DJ, that is not a problem. The demand is high, and you can choose a player. As a DJ, Roll20’s interface makes it very easy to track and approve game players.
Once you agree to join the game, connecting and playing with Roll20 is much easier than the complex and thorough equivalent of Fantasy Grounds, at least the first few times.
Verdict: Fantasy Ground is the winner of this round.
Adventure and Encounter Design
Imagination Land is right in front of us. It is not clear how to schedule a meeting on the Roll20. A complete wiki explains this, but it is unlikely that someone will spend much of the time reading it.
Fantasy Grounds includes simple interface elements called “History,” “Pictures / Maps,” “Encounters,” and “Packs.” It’s still a challenge, but it’s much clearer where everything is. Also, the ability to quickly create Google Maps style pin links by dragging and dropping any of these items on the map is essential to running the game.
In contrast, Roll20’s interview setup is unclear, requires the creation of multiple “posts,” and is not automated because it calculates the Challenge Score for the building’s meeting. Fantasy Grounds also has a table to generate loot and magic items.
This is because the Roll20 is system neutral, but saving time and effort is very beneficial as GM.
Verdict: Fantasy Ground can’t be challenged in this regard.
Conducting Battle Conflicts
Combat confrontation is an essential part of an online gamepad. Each service has a different focus. Roll20’s system-independent approach allows you to do every turn, but every mechanic must apply it as a player or DJ. This is both good and bad. It’s convenient because it can be used with any RPG system that you can imagine Roll20. You are not constrained by the need to follow a set of rules. The downside is that it doesn’t support the automatic accuracy of more common rulesets like 5e and Pathfinder, but (for 5E) other elements of these rulesets (monster guides, magic items, 5eSRD, etc.)
Fantasy Grounds does everything for you. Well, if an attack or spell does a rescue throw, it does it for you. Damage is applied to players and monsters. It is a heavy burden on DM’s mind to allow him to focus on the story. The only problem I found was that as a rusty and returning DM, it probably did a lot, and the time I could play the game personally didn’t help me learn the game.
Fantasy Grounds handles the initiative very well and automatically casts enemies to add them to the combat tracker. Roll20 must be run manually. It’s not a bargain, but it’s annoying enough if you’ve encountered multiple opponents several times per session.
Verdict: This round’s verdict of roll20 vs fantasy grounds belongs to fantasy ground.
This is excellent on fantasygrounds. While Roll20 has some great features, such as dynamic lighting, the ability to access it from anywhere via a web browser, and a lot of freedom about different rulesets, Fantasy Grounds dramatically reduces the burden on DJs. .. From my point of view, time constraints are significant.
Not only does this not mean that I can’t keep using both and enjoy it, but for shared campaigns like the ones I’m currently running, Fantasy Grounds not only makes the game more accessible, but it also makes the game significantly more straightforward.