Foundry & Forge were a problem in our last game session.
We had some of the usual - slowdowns, occasional drops and hangups, etc. The usual network issues. That's typical.
- There has been a change since a few sessions back with dragging and dropping damage onto a token. The bounding boxes seem to be too large - if I drop damage onto a character, the nearby tokens also get put up as options. That's useless but not a problem when it's on, say, Hannari Ironhand, Chop, and Percy. It is when it is on Gnoll, Gnoll, or Gnoll.
In order to do damage to specific tokens with area-effect spells, I had to resort to dragging them one by one out of the fight, applying damage, and then putting them back - and then making sure their facing was correct.
This took a long time. It literally took 10 minutes (12:51 to 1:01 pm) to inflict damage from one explosive spell thrown into a packed field of about 8 foes. With better damage dropping, it could have taken 2 minutes, if not more like 1 (if I typed fast enough.)
- GCS/mook generator issues abound. DR doesn't always import well. Some stats are missing sometimes. I usually ffind out when I need them that, say, DR is 0 on the vitals of a golem. That slows me down because I have to generate a mook, then import it, then check it line by line. It would be vastly easier if I could just do the line by line in the first place because the mook generator imports poorly at best.
- I can't seem to figure out why the icon facing always chooses something inappropriate. You can drag your icon one by one by one along the map, and the facing it chooses will vary according to a pattern we can't discern. It would be much better if you moved hex by hex and had facing change as you faced into it by default, or not move at all by default, and then display the actual move when you click to end the movement.
- We can't have tokens cover more than one hex without just being bigger overall. I've had to essentially make falling prone a one-hex thing, and big monsters into one-hex foes. It's annoying at best - I've had to essentially change the rules so I don't have to deal with it.
Those things really slow us down in play.
Here are a few things I'd really like:
- Ability to put GM-view-only status effects down. I should be able to mark who has a Missile Shield or is poisoned or whatever without my players knowing automatically.
This is especially true with Reeling, which sometimes comes on for monsters that cannot suffer from Reeling. That's annoying. I need to figure out how to turn that off for certain NPCs without turning it off for everyone.
- droppable smoke or other vision-blocking effects.
- Actual item tokens I can put down.
- An actual, official, licenses, SJG-backed VTT package for GURPS. A person can dream, I guess.
As someone toying with making their own game tracking tools, I'd love a collection of these VTT Gripes posts, even if it's just a list of links or searchable tag. I don't know how hard that is to do. It kight help others who want to transition to a VTT, too.
ReplyDeleteOr I could not be lazy and use google and `site:` ..
Good idea! 'll tag them, starting with this one, and I'll go back and tag the others as I come across them.
Delete