Talk:D20pro

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Revision as of 12:04, 18 February 2011 by 96.4.63.21 (Talk)

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Feel free to add to this, but I intend to flesh it out a bit more with my thoughts. -Mattie

Absalom's Thoughts

Other Cons

-> Built around a skirmish system. Do you like 100+ person set piece battles? They can't be reasonably be done in d20 pro. -> All handouts and stuff are externally opened. -> Only one map at a time, with a preset-nonadjustable grid (so, no world map, or having small groups on different maps (which happens a LOT) -> Every part of the game must be programmed in advance by the GM - encounters, etc.

So, from what I've seen tinkering with it, the players will see about a 15% reduction in workload and a MUCH better interface, while the GM sees the workload at least double for a moderate interface improvement, all at the expense of far less versatility. I think it's a great program, and I think the FGII people should really take a look at it (ESPECIALLY when it comes to movement, which is the think d20pro does damn near perfectly.) and especially great for 4.0, but for the type of game I run and the way I run it (no advance notes, almost never setting up major counters in advance, and most random encounters generated on the fly) it will make me dread running games more than I already do because in addition to requiring DMs to approve everything on the front end, they have to put in a TON more work before the game starts. Mattie: How long did your demo take to set up? Considering I've almost retired the game about 3 times in 2011 alone (last night being the most recent), I'm not exactly sure switching to a program that makes the game feel MORE like work than it already does is a great policy unless someone is looking to take over for me.

Excepting, of course, getting Matt Allen to run a fucking 4.0 Dark Sun game.