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welcome to this RPGbot dot master class I'm Randall James and with me is Ash Eli Hello everybody
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Yeah Uh so we're gonna be doing a master class today where Ash is going to teach me how to I was about to say play
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Foundry how to use Foundry Um I've been using Foundry and I'm going to I'm going to put that in quotes Uh I've been using
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Foundry for like six months now I love it It's great I ran my first game for Ash in Foundry on the RPGbot podcast
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this past week and he walked away um can I say unimpressed is that a polite yes
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Yeah that's that that's probably the best way to put put it maybe frustrated and unamused
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Also also words yeah less kind words but you know uh and I he offered very kindly
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to teach me how to use Foundry better and we realized okay if we're going to do that we might as well record the whole thing and put it out so that you
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could consume it and here you find yourself And I got to say like I am stoked I'm excited I feel like I'm at like my first day of high school Like
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I'm I'm ready for an education I got a new notebook and I got like a folio so I could take notes I got a sharpened
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pencil I got pens I got a martini Ready to go Yeah because that's
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that's what you did in high school right just Randall in the back sipping a martini
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Didn't you no Anyway uh this is also going to be I
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think useful for anybody who's looking to make the switch to Foundry Um so some
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of the stuff we might go over is a little bit basic just uh that Randall might already know but I think it's useful for our audience to know this
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stuff Um so first off I want to say to people who are out there who are
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thinking why should I make the switch to Foundry what's so great about it what's so uh what's so awesome uh that makes it
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better than something like Roll 20 well uh I'm going to show you So this is my West Marches game that I'm currently
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running right now Uh if you want to join it the link is in the description Uh shameless plug Um but uh let me show you
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I've got some things set up on this landing page and let me show you what the power of Foundry can do So you see
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this map here it's pretty cool right what if I double click on it now I'm on a different page and it's
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showing me the map What if I uh What is this quest thing i'm going to double click on this It brings up my quest log
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That's pretty cool Uh what if I double click on this book oh and it's got
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monster logs and it's got like a little detailed description of all the different monsters that my party has
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discovered so far Wow I'm already a little bit mind blown Like are all of these things plugins or these things
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that are just basically in Foundry already no these are plugins I'm just showing what's possible once you once
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you fully master Foundry Okay cuz yeah I need all of these things in in my weekly
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game Okay I'm excited now This is going to be good So that's just a little taste of some stuff that you can do with
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Foundry The Foundry is in insanely customizable it it allows you to do
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things that you didn't know you needed before but that uh now that you have them you never want to go back Um so
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before we get into all that fancy stuff let's talk basics So first off the one
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thing um I'm not going to go over here is hosting There are so many videos out
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there about hosting uh a Foundry game and it's way more complicated than it needs to be I agree with you That's a
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downside of Foundry That could take like a whole whole video and I don't want to talk about it right now but we'll pick
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one or two good examples We'll stick them in the description So if you're like I don't know where to start at least that'll be somewhere But like
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there's a million of them Yeah you can The the the the short answer is you there are two different methods You can
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do uh like personal proxy hosting I think it's called where you have you stream directly from your computer The
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downside to this is that when you're not online your players can't access the game And the other one is through like
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hosted networks um which uh are is what
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I use because I want my players to be able to access their character sheets even when I'm not online Um the downside
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to that is those are usually paid Um like they cost a monthly fee But if you
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want just they're also easier to set up than the first method I mentioned Uh so
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if I say the words to you that we need to open up a port uh in your firewall so
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that your public facing IP has a port open for your friends to access and your eyes roll in the back of your head
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you're going to want to use something that's Welcome to Welcome to Foundry man Uh so if you just want the quick and
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dirty easy way to do it I would recommend go to the forge vttT Uh they
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make it super easy to host Uh it does cost a monthly subscription but only for the DM not the players So if you're
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willing to pay that and you're just like I don't want to have to figure out all this technical jargon just do that
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That's what I use I've had no issues with it So uh once you're in Foundry the
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first thing you're probably want going to want to do is create a scene which is like a map Um so the easiest way to do
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that so you'll notice there's all these different symbols up here uh to quickly run through them This is the chat
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messages The cross swords uh are the encounters The little uh thing that
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looks like a DM screen are the scenes Then you have actors which are like player characters NPCs that kind of
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stuff Items journals journal entries rollable tables card stacks playlists
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compendium packs and settings Uh so we're interested in the scenes Uh now
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this is a really good way to organize things Uh you can create a folder name
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it you can even change the the color of the folder So you see I have a folder already here called Mullet uh that has
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an orange color to it Um but uh let's say I want to create a scene and I have
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uh a map that I have in mind um for like a uh an underground cave So let's create
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a scene and we'll call it cave Solid naming I love Yeah solid naming
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Right now this might seem overwhelming There's a lot of information here It's It doesn't seem the most like user
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friendly but let's just break it down So first off the main thing that you The rest of the stuff is just background
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noise You don't need to worry about it The two main ones that you want to look at are background image and if you have
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it a foreground image So let's say you have like a top of a tree canopy that you want to put in Uh what that'll do is
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that when players walk underneath the tree canopy it will make it disappear but when they're out of it it'll show up
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And then like similarly if you built a city you could have like an open city where like "Oh look I'm I'm in a building and I'm moving around but when
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they move out let's say the roof of the building pops back up in the foreground image right?" Exactly Uh I tend to not
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use foreground images all that much because they're just too much of a pain to set up But if you're going for that more immersive experience foreground
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images can be useful Um so uh we're only interested in background image So uh the
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way we bring in a background image you click browse file uh and then choose
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file And mine uh you guys might not be able to see this because I'm only
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sharing the uh the window but you navigate you pick a file You navigate
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you pick a file Uh let me just find the one I'm looking for Hold on Here it is
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I can start making jokes about the names of image files on your machine Yeah everybody stick those jokes in on your
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own whatever reason you want Just just so much porn No I'm just kidding
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Um so I've selected the file Now if it what you're what I want to warn you with
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a lot of files especially with like high-res images when you click import
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file uh it nothing will sometimes something won't appear in this part
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right here right away So when you click select file they'll be like you have to select a file You're like I just did
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What that means is that it's import it's still importing So just give it a second
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the that the biggest annoyance part of this is that it doesn't show you how long it's going to take you to import
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You just have to be patient So once it's done it usually doesn't take more than like I would say a minute or two for the
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really big files Like the longest I had to wait was I imported an hourong audio file and that took a while Uh but um
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yeah once once it once this pops up into this this little box here you're good to go So click select file and uh for this
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this is uh a map off of cheeku and cheeku has instructions for importing their maps to foundry So what you want
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to do with this this is also just a good lesson You want to go to the grid uh here you can choose like do you want
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hexagonal do you want gridless square we're going to go with square and then
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for shapeu they say you want to up the grid size to 140 Okay Um basically what
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that means is that it just increases your your uh your square size so that uh
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you're like if you have a large map which shape maps tend to be pretty large uh if you leave it at 100 it's going to
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be absolutely massive Um so we're so
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we're just trying to get the uh the the settings right essentially Um and uh you
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don't need to set the scene dimensions or anything like that like you do in roll 20 Uh we're just good to go So you
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click save changes And and it's it's kind of cool here like noticing you have the grid color So let's say you had a
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really dark map I'm assuming you could change that black to white and actually have white grid lines that pop out against the the background Yeah And you
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can also change the grid style as well But so you just noticed this thing popped up change scene dimensions That's
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because I changed the grid size to 140 Uh if you're keeping the grid at 100 this won't pop up Um but there you go
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Makes sense Yeah So now we have the scene You see it's popped up over here But how do I access it so just right
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click and view scene Um and you'll see all of the stuff is here Uh it might be
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hard to see the grid but it's there Uh if I were to drag out uh let's say I drag out Jacques here uh you'll see he's
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locked into the grid uh because uh unlike with something like roll 20 the grid is very subtle They want to make it
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as unobtrusive as possible but there are ways to make that more obvious if you prefer Um so uh the other way that you
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can access the um the scene is uh if we go back to the configure go to basics
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you'll see this thing called uh show and navigation I usually set these for GM only but there are a few things where
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I'm like I'm okay if the players are able to navigate to this on their own Um so if I click that you'll notice it's up
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here So you can just uh I'll go back to landing and then I can go back to cave and I'm good But just simply viewing it
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as a dungeon master doesn't activate it for your players So to do that you either rightclick up here or right click
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in here and click activate And that will summon all of your players if I had
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players into the scene I'm gonna activate this again Um so that's Can I
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ask you a question about activating maps so one one of the annoyances I have Go ahead and activate the cave for me right
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quick Sure When I first add you know hey let me
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bring everybody to the map Uh one it's that whole like quick fog of war Do I turn it on do I turn it off so let's
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let's hit that in a second The other thing is I then have to go in one by one grab my characters drag them on the map
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wherever I want them to start Is there a more clever way to handle that um okay
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So for for Pathfinder 2 now I will I do want to come out the gate right here Uh
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I can only speak to uh optimizing Foundry for Pathfinder 2 I've never used
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Foundry for D&D So there might be some stuff that works cross uh across uh both
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systems but I can only speak to Pathfinder 2 Now when you're running Foundry and Pathfinder 2 there is no way
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uh baseline to adjust the fog of war like to activate it or anything like that Uh because uh the system that is
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involved in Pathfinder 2 automatically calculates your your character's view distance based on you know their
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ancestry and stuff like that So that is not really editable which is maybe a downside for people I personally don't
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mind it because there's very few instances where I have to manually edit a person's like side distance It's
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usually pretty good Um so like for instance Jacques here has uh I believe low light vision so he would be able to
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see in low light cuz he's a goblin Um but the way you do fog of war um so
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first off uh there there's only two different modes for for uh fog of war if
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you will There's uh daylight lighting and nighttime lighting And uh so if you
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want players to not be able to see certain things or see not very far you want to go to lighting over here this
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light bulb handy and transition to where is it transition to darkness And you'll
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see that my screen will dim here uh as it slowly moves into darkness Now while
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I can still see if I were to say and that's pretty dark but as a DM I can
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give myself GM vision so I can still see perfectly Uh but if you just want there's also ways to adjust this but um
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uh let's say I bring in Jacques So if I click on Jock hold on Let's turn GM
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vision off So you'll see when I click on
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Jacques I can now see everything that he sees and everything is in black and white So he can still see because he has
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dark vision Uh not low light vision I was wrong So he has dark vision So he can still see But if I bring in let's
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see do I have a human somewhere here um I think Val is
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won't have dark vision So yeah if I click on VG you see she can't see anything Um so so yeah that's uh that's
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the difference Now um and all of this is built into the base path module This is base foundry Um now
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let's say uh so I if I click on Jacques and um let's turn GM vision off again Uh if
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I click on Jock and I'm like "This is great but there's these walls here and I
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don't want him to be able to see past those walls." Um so the way you have to
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do it and this can be tedious but you know this is kind of how every VTT works Uh there are certain um there are
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certain like map creators um or like if you use Dungeon Alchemist Alchemist they
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will do this work for you You just have to import it in using the instructions that they give you and it will set up
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the lighting and stuff for you So you don't have to worry about that So that can be a benefit to subscribing to certain certain Patreons Um but if you
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don't have the luxury of that then you're going to have to do this manually So what you're doing what you do is you come to this walls here Okay and uh
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you're just going to trace out usingtrl + click to add these little nodes I'm
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just going to do this one real quick It's going to be very basic just so I can show you what this ends up looking like Um so that wall is there You see it
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disappears when I hit it So let's uh go back to Jacques and you'll see he can't see behind this now
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Um so that's that's the basics of walls Uh now some more advanced tips with
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walls Uh there's a lot you can do with walls So first off let me bring up the walls again So let's say I want to put
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like a door here So I can make this into a door by clicking on a wall section
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bringing up this uh this little uh dialogue box here And then down at the bottom near door configuration I just
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turn it into a door And then I can choose whether it's closed open locked
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Uh and I can e even put a door sound in there We'll go with like stone Okay I
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love the idea of putting the wellm scream so that every time you open or close the door the door screams at you Oh yeah I mean if you want to put I
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think if you want to put in your own sounds there's a way to do that but I don't know how Um that's not wasted
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through a video I do want to tell you Bash when you're clicking the drop down menus in Foundry it's not show Yeah they
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don't come up I noticed that too Okay Um but yeah so I just made this into a door
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So you'll notice that's beautiful And uh my players can
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also interact with that door But if I want it locked I can just right click And now it's locked So they can't
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interact They can't open it anymore Nice And uh yeah so that's that's doors You
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can also turn a section into a window um by doing uh let's see sight
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restriction So you can do limited normal proximity or reverse proximity Uh I
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don't have time to go through all of these but essentially they're pretty self-explanatory Um basically except for
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reverse proximity but I think we could just move on Yeah Well uh so uh
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proximity and reverse proximity I'm not sure about but limited uh I believe that's the like um environment That's
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what you do if you have like a cliff where you want people to see down uh if they're on top of a cliff but you don't
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want people below the cliff to see up Um or that might be reverse proximity I'm not sure Uh and then uh normal is like
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uh they can't see through it Uh sight restriction none That's if you're making a window Um so yeah and then you can
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also do the same thing with sound restrictions light restrictions movement restrictions all that stuff Um cool Okay
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Oh yeah Oh actually this is how you do uh cliffs So you do sight restriction
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We'll say uh none but the wall direction is only left or right So essentially or
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or normal we'll say uh so you can see you can see through one side but you
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can't see through the other essentially But uh that's more complicated stuff that I don't have time for We're just
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doing basics right now Um but yeah that's the that's the basics of how to
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set up walls and stuff Uh also while we're here let's talk about other lighting So even though it's dark in
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here I do want there to be some light So let's like there's a little bit of a glow right here with these mushrooms So
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we click on this And this is what I really think is superior about Foundry to Roll 20 With Foundry you put a light
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down and you can't really adjust it It's just like this light exists or it doesn't Uh with Oh rule 20 That's what I
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meant with Roll 20 With Foundry you can when you're putting a light down you'll
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see I click and drag and I can adjust the radius of how far this light goes Uh
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and it's honoring your wall Yes And it's honoring my wall So you see it doesn't go through my wall because I don't have
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it being light being able to pass through the wall If this was a window I could have the light pass through the
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wall Um but yeah so that's the light And then I can also double click on it and adjust it I can give it like a light
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animation So let's say um uh yeah we'll go with a flickering
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light Um and I can adjust the animation and speed and the animation intensity We'll update that And then let's turn
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off GM vision so you can kind of see see how it's flickering a bit That's useful for like torches and stuff like that Um
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and I can also change the um the color Uh let's see where is it yeah
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light color So it's normally just uh colorless but
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let's say I want to match these uh um these mushrooms So I'll give it like a light blue sort of color And now you'll
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see that it's giving me a blue color Uh and if I click on shock he can see it too Is your human still sitting or sorry
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your orc still sitting out there cuz let's see what the orc sees Sure Sure All right So I click on the orc and
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you'll see she can also see the light But you see she can't see past where the light is going because she can't she
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can't see Um but Jock can because he's got dark vision but it goes back to that grayscale vision which is you know a cue
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for the player too to know like how far does this light carry where do I get into the low light condition exactly So
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that's one thing that I think that will trip player trip GMs up especially if you're coming from all 20 Uh uh fog of
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war is automatically calculated It's not something you manually put in like in roll 20 Uh so if you want to hide
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specific areas of the map from people you're either going to have to put walls down or you're going to have to use a
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module So for instance um my uh I'm just
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going to briefly show this map Uh I don't want to spoil my players but you'll see I do have manually placed fog
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of war here for this hex map Uh and that's a that's a module I had to install because Foundry doesn't let you
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do that baseline Um but uh yeah so it just kind of depends for most I would
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say 90% of the things you're going to want to do with lighting Foundry's got you covered baseline You don't need to
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do anything else Um it makes it really easy and uh uh just go under the
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assumption that unless a person's view is obstructed by either their their innate vision like if they don't have
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dark vision or obstructed by a wall they're going to be able to see everything that's in front of them And
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I'm going to break your flow completely Do me a favor Can we go to actor can we pull up a monster token right quick yeah
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Um I'll bring up the the monster my party recently killed the Olgrim Luren
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and let's bring it up north on the map That's where where we're in the dark vision region Okay You want me to bring
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it in All right So let's say I put it right here Okay See the the view Yeah So
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you'll see that Yeah You'll see that uh Jacques can see it just fine but Vog cannot Uh the reason why it's got this
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sort of situation going on here that means it's hidden Um but that doesn't So
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again I'm not seeing exactly what she's seeing Uh so she wouldn't even see this
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Um she would have to be closer in order to see it but anytime a creature is hidden it shows this sort of outline Now
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what I wanted to show real quick if you were to right click on that token Yeah you know if you were if you were doing a map but you were doing a map where you
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didn't want to take the time to do walls you can toggle the visibility state
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Yeah Which would just completely hide it from everybody So now you see Jacques can't see it Vog cannot see it And so if
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you don't want to take the time to do walls putting your monsters on the map ahead of time but making them all invisible is a good way to at least hide
23:38
exactly what they're going to run into Seeing the map a lot of times isn't going to break anything for the character experience Knowing exactly
23:45
where the enemies are might So this is actually a good transition into actors
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So let's talk about actors Uh because they're pro aside from scenes they're probably going to be the most the thing
23:55
you interact with the most Um so you'll see I have a bunch of different actors here And if you're if you're worried
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that like with roll 20 oh god I'm going to have to make a character sheet for
24:08
all of these monsters and uh you know assign attributes and stuff like that Well this is one of the advantages of
24:14
using Foundry and specifically with Pathfinder 2 Since all that information is free you can access all of it through
24:20
their compendium right here So let's say uh I want to bring in a wolf
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So uh this cave feels like a wolf You just uh you click on wolf and then you
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click import And now I have a wolf And I can
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embarrassed and sad You didn't know this did you no I didn't Yeah Isn't that
24:45
awesome and you'll notice when I when I click it up it's not a blank character sheet It gives me everything Literally
24:51
everything that's in the wolf stat block The only thing it doesn't give me you'll notice is a token So if I were to drag
24:57
this out it would just look like this which that doesn't look like a wolf That looks like an angry oni Um I don't know
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why that's the default uh icon Weird Uh anyway so there are two ways
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that you can get around this Most of the time you're going to have to make your own token Uh now I believe Piso sells a
25:20
module for Foundry that gives you default tokens for like a bunch of their monsters It might be out It might be out
25:27
of date by now but I don't know It's not cheap so just be aware of that Um but
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normally what you're going to do is you're just going to create a token and you're going to uh import it into here
25:40
No Oh what's this Ash oh we'll talk about this Don't you worry We'll talk about this Hey Ash here We did not in
25:48
fact talk about it but uh I'm going to put it in at the end of the video so stick around But that is a module
25:55
Normally it's just going to ask you to it's going to pull up a dialogue box like this Um that will ask you to do
26:02
something similar with uh the scene So you just pull in the token There's a lot of token makers out there I'm not going
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to go into detail Uh you can find them with a quick Google search Uh I use token tool It's a desktop application
26:14
Works really well You just uh bring it in and then it's good to go And so I'll just bring in the thyloine So then yeah
26:21
you've got this little uh this little token Now now uh when you have to you do
26:27
the same thing with uh with party tokens as well uh only they're called so when you're creating a new token you can
26:33
choose player character NPC or familiar and it will organize it based on what
26:39
you're choosing Um but so with character sheets there's a lot more information
26:46
and you'll notice just to go through it Character actions inventory spellcasting
26:51
crafting proficiencies feats uh effects biography and Pathfinder Society I never
26:58
use this but for those who are in Pathfinder Society games using Foundry I don't know of any who are but that will
27:05
be a useful page Um so yeah Uh and it works uh very similar Um you just drag
27:13
and drop This guy's a minotaur so he's a large creature Um Ash something that we
27:18
always get trapped on when we add a new person to a game Um so you you have a character here and there is a player for
27:24
that character but we do have to associate them Could you show folks how to associate one of these character sheets with that player um if you want
27:32
to associate and with something like this West Marchers game you'll notice I have a lot of players Uh that's because
27:38
it's a West Marshes game So uh not all of these players are playing at the same time That would be a nightmare Um so you
27:44
rightclick uh and you click configure ownership And you'll notice that Slime
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Mold is the owner of Grip Ricks Um so uh you can click on these drop downs
27:56
There's uh a few different opt options There's none which means that they don't
28:01
have access to this character There's uh limited which uh just allows you to see
28:07
that it exists in the page but when you bring it up it just shows you a blank character sheet Uh you have observer
28:14
which allows you to see the character sheet see everything the character sees like share their vision but it doesn't
28:21
allow you to control it So something that's useful for that Um so uh I
28:28
have uh let's look at party icon So my party icon which I use on the on the
28:35
main map to uh to to show players like their vision of the of the world map but
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I don't want them to control it because if they move the token it will reveal parts of the map Uh so I have everybody
28:49
set to observer Um which means they'll be able to see the token they'll be able to see what it sees but they won't be
28:54
able to interact with it Makes sense Um so yeah Uh those are the different types
28:59
of ownership There's also different statuses So if we right click again So first off you can adjust the uh you can
29:05
adjust whether you want to bring them back to front back or front If there's like creatures on top of each other
29:11
that's useful Um you can uh toggle target state which we'll talk about
29:17
targeting in a second Uh and then the big one which is assign status and you'll notice there's a bunch of
29:22
different conditions These are all the conditions in Pathfinder 2 And this is why this is the number one reason why
29:30
Foundry is vastly superior to Roll 20 when it comes specifically to running Pathfinder 2 Uh tracking conditions in
29:39
Roll 20 is a nightmare Uh roll 20 has no built-in support for it You just have to
29:44
keep track of it Uh with Foundry uh it automatically puts in effects based on
29:50
based on certain things So let's say I'm going prone Uh now
29:56
uh you'll notice it also added a a secondary condition called offg guard I didn't have to add that He's prone which
30:02
means he's off guard So that's that's awesome And then let's say I want to do like a fist
30:11
strike Um it reminded me to target That's a module I've set in place But yeah you'll notice it has a little
30:18
modifier here minus two to prone I didn't have to calculate that it does it automatically for me Um which is so
30:26
great It's so awesome and it's one of the reasons why I love found That's not a module by the way That's baseline You
30:33
don't have to install anything to get that feature And and it's worth saying we we might see an example later but in case we don't see an example of it let's
30:40
say there's some spell effect that would apply some status effect Usually it shows up in text So you can just click
30:46
that status effect drag it over to the character that's being impacted and drop it on them and then it automatically
30:52
applies that status effect without you actually having to go into that menu that Ash was just showing Best example I
30:58
could give of this is anything that causes persistent damage It'll pop up the menu Um if you do the click and drag
31:04
method it'll actually apply the right persistent damage Um you know whether it was fire whether it was bleed whatever
31:09
it might be Um if you go and click the button in the menu of course it'll let you configure whatever the persistent
31:14
damage should be right um yeah So yeah Yeah Yeah Um Randall's
31:22
right It does have some limitations So there are like some effects like disease effects that certain uh uh creatures or
31:29
poison that that creatures do Uh when they afflict your players they don't
31:34
automatically do anything You just have to keep track of those But there are modules to fix that which we'll go over
31:39
later Um so yeah that's the basics of characters It's the basics of actors Uh
31:45
the other thing I want to talk about is movement Uh so there are two ways that you can move a character You can just
31:50
use the arrow keys to move them one space at a time which is super useful
31:56
That way you don't have to measure You can also just drag and drop if you want But if I want to know how far I'm going
32:03
to do that uh now this I've had to explain So I'm explaining it now so I don't have to repeat myself to my
32:09
players because this is a little confusing I get it So make sure you have
32:14
your character token selected Click hit control or command on uh Mac and then
32:20
click and drag out a line And you'll notice it shows me exactly how far I'm going to move But let's say I want to
32:27
move uh like turn a corner and that kind of stuff So uh you release the uh the
32:34
the click but keep holding on to control then click again And you'll see I have a
32:40
new waypoint And I can do this as many times as is necessary And you notice it
32:45
gives me like how far it only it gives me the the amount of feet from the last
32:50
node that I placed But in parenthesis it shows me the total amount that I have measured out Once I have my way points
32:59
set to where I want all I have to do press spacebar And you'll notice he moves along the path and there he goes
33:07
So that's pretty handy Um but yeah uh that's that that is that
33:13
can be a frustrating feature for people to realize be to know because usually for people in roll 20 they're used to
33:19
right clicking and dragging Uh that doesn't work in here Right clicking just moves the screen Um so so yeah that's uh
33:30
that that's movement That's characters I think we got that all situated Um now
33:35
let's talk about encounters because encounters are the other main thing
33:40
you'll be interacting with a lot So I'm going to switch over to this combat that
33:46
my players just had Um so uh where was I um so yeah when you're
33:54
doing encounters uh you want to go over to the encounters and if you ask for people to roll
34:00
initiative they're going to tell you "Hey I can't roll initiative." Um because you don't have
34:06
an active encounter Uh so yeah so you want to make sure as a DM before you ask
34:13
for roll initiative you go over to the encounter page and click create encounter That's all you need to do Now
34:19
your players can roll initiative Um so you'll notice he can roll initiative So roll And now he's part of the initiative
34:27
Uh yeah The other way you can do it is you can just uh hold all of uh click and
34:33
drag right click and then click toggle combat state And you'll see it added everybody to the initiative tracker and
34:40
have these little dice that they can roll to roll
34:46
initiative Roll And these dice that are going across the
34:51
screen these are not baseline This is a module Um but yeah so now you've noticed
34:57
everybody's now in the initiative except for like these two Screw these two
35:03
Whatever So uh this right here is also uh a module but normally it'll just look
35:10
like this You'll just have this screen So you click begin encounter And now we're in combat Um now normally it just
35:18
takes you back to the chat box and so switching back and forth between this and the chat box is kind of a nightmare
35:25
So baseline if you don't want to have a module like this you just rightclick on the encounters and it brings up a little
35:31
encounter thing which is great and super handy And then I can you know rotate through the different uh the different
35:39
turns and stuff like that This up here also a module Um but yeah so now that
35:45
we're in encounters number one thing I always tell my players and DMs this will
35:50
save you so much headache and will make your players happy Before you attack
35:56
before you roll to an attack hover over the creature that you want to attack and press T on your keyboard And you'll
36:02
notice it has these little arrows that are pointing in That means I've targeted that creature So now if I come to his
36:10
character sheet and I do a Jaws attack
36:15
um you'll notice uh it shows that I hit I didn't have to ask hey what's your AC
36:22
uh it just automatically tells me what it if I hit or not And it will calculate
36:28
any sort of modifiers or or penalties based on based on what uh it's being
36:33
affected by Matter of fact this creature was affected by so many debuffs at one point Like uh my players had frightened
36:40
it they had grappled it so it was dealing with a lot of penalties They did a great job Um but yeah so now that
36:46
that's popped up I can click damage or critical If it was a critical I click critical Otherwise I'm clicking damage
36:51
and then it rolls the damage for me And it you see I have uh since I have
36:58
grips uh selected it brings up that little um this little thing and I click damage and he's taken 10 damage It
37:05
automatically calculates it for me Yeah So knowing that you can press T to target is awesome What my party has been
37:12
doing if you right click or I think maybe like double right click or something it also will do the same Does
37:17
it i don't think so Maybe not I don't know Maybe you right click and then click the target But yeah the fact that
37:23
T is a short Oh yeah No Yeah So if if you click the target that's the other way If you click toggle target state you
37:28
can you can target it Um T is way better That's way tea is way easier So the
37:34
other thing that's cool about this and what makes Pathfinder 2 uh really helpful uh a lot of monsters have
37:41
resistances or uh weaknesses Um especially in a game like this which is
37:46
very Monster Hunter inspired I'm playing a lot into that So it would be a pain in the ass for me to like have to do all of
37:52
that addition every time someone hits So I don't have to do that So this creature has resistances to electricity and
37:59
piercing So let's see who does piercing damage I know one of them
38:04
did Uh shorts sword I believe does piercing damage Yes Okay So let's say
38:11
Stimmer over here targets the creature and he's going to do a shortsord strike
38:21
Still missed Difficulties Yeah it's a hard creature Okay he's rolled nine again So you'll see it reduced it to
38:28
four because he has resistance five to piercing Um so yeah that's that's really
38:35
convenient and easy and helpful Um I think that kind of wraps up all of the
38:40
basics that I wanted to touch on Yeah I think everything you highlighted is awesome You were talking through the
38:46
fact that it applies all this for you Like one very specific thing that I want to call out is that it handles offguard
38:52
correctly out of the box It does So if two players you know put a creature off
38:58
guard or if two creatures put one of your players off guard it's automatically going to do the math for you Oh yeah Another cool thing about
39:04
Foundry let's say uh Turip who is an ally of Stimmer is on this side and he's
39:10
on this side I'm flanking right uh does that mean I have to manually put on off guard nope I do not Foundry will
39:18
automatically calculate that for you So we'll roll it again
39:24
And you'll see his AC got reduced because he was flanked Yeah So that's
39:30
really cool Um uh so it uh found the reason why people
39:36
love Foundry especially for Pathfinder 2 is because it automates so many things for you Especially with Pathfinder 2
39:43
where there's so much to remember and all these modifiers you have to keep track of Foundry just does 90% of that
39:49
work for you which is fantastic Um so that's that's the basics Uh the
39:55
other the only other thing that I would say so if you want to end the encounter you end the encounter like by clicking it And then this screen I don't know if
40:02
this is a module or not Um but uh there's an experience thing that allows you to assign assign experience to
40:08
people based on the creature that they killed Um I've been using modules since
40:14
the beginning So sometimes I'm like this is a baseline feature No it's not It's a module We don't get that menu but I
40:20
think when I set up our our our game I think it I set it up as milestone based not experience based So
40:27
that because of that for most people the experience thing is whatever Um but you
40:32
can also uh just auto you can adjust it by coming in here clicking on this number and adjusting it I'm using
40:38
experience for this game because again it's a West Marches game and I can't really do milestone leveling with an
40:43
inconsistent game Um but yeah uh so it's kind of up to you And there's also hero
40:48
points So you can award hero points by right clicking on it I mean by clicking on it or uh remove hero points by right
40:55
clicking Um your players will have to keep track of that But there are some also modules that make it easier Um but
41:02
let's say Stimmer uh missed with this attack and so he's like I want to roll
41:08
that He could just flat out roll it um and then go into his character sheet and right click to take it off But something
41:14
that blew Randall's mind the other day is you can also rightclick Um and go to uh reroll using a hero
41:22
point and it will reroll it And there you go And now he hit
41:28
because the creature was off Correct So yeah that's uh that's the basics Now
41:35
let's get into the fun stuff Let's talk about some of the modules Uh so first off
41:41
uh there are three modules I'm going to bring up my module list You'll see I have a lot here I'm not using all of
41:46
them but I have a lot So we're gonna we're going to break this down I want to
41:52
if you don't care about getting into all of the cool unique and customizable
41:58
things that modules can do for you and you just want the basics that will make your life easier in Pathfinder 2 There
42:03
are three that I feel are non-negotiable for Pathfinder 2 If you're running a
42:09
game for strangers uh and uh especially if you're running it professionally if
42:14
you don't have these involved you're going to make your players frustrated and you're going to upset them So these
42:21
three are non-negotiable So those three are PF2E workbench PF2E tool belt and
42:28
PF2E hut Um so let's start with workbench because workbench is probably
42:33
the most robust one So if you go to configure settings you'll notice in PF2A
42:39
workbench there's all these different things We're going to ignore NPCification it's it basically allows uh
42:47
it's too complicated but essentially it allows you to like uh prevent players from learning a lot about them about uh
42:53
the creatures they're facing I don't really care about that Um you can go into it if you want to but I'm only
42:59
going to focus on the things that uh I think are useful for everybody So you can do reminders So you might have
43:06
noticed when I rolled earlier where it said don't forget to target someone before you roll an attack I h that's
43:13
because I have it set up Uh so it you can have like a recharge reminder So if you have a creature that uses a breath
43:19
weapon when it comes off of its recharge it will get pop up a reminder Uh the
43:24
other big one it that I use a lot is the hero point handler This is a game
43:30
changer for me So when you click on it it will bring up a hero generator uh a
43:36
hero point uh tracker So I'm gonna I have this set to AI So this will pop up Um and uh it'll it gives you an option
43:44
to do a random uh hero point Give a hero point to a random person I don't do that Uh I
43:52
usually just do this So I give I'm either giving a hero point to everybody or nobody Um so you just click add and
43:59
then you say how many hero points you want to give and then you can do submit changes and start and continue timer And
44:05
you'll notice over here it whispered to me that it's going to come back in 60 minutes because in Pathfinder 2 in case
44:11
you're unaware uh players get a hero point once every hour Um and then once that hour is over that that window will
44:18
pop up again and say "Hey it's time to award your players some hero points Do you want to do that?" And then you can
44:25
or you can't And if I want to stop the timer I just set submit changes with no timer and it will stop
44:31
So that is such a game changer and it makes my life so much easier so that my players don't have to remind me all the
44:37
time hey I think it's been an hour Do we get another hero point uh now that they
44:43
know they just know that uh they're going to get a hero point when an hour has passed Um you can also set reminders for if
44:50
you're attacking with a token that's unable to attack like if you're unconscious or something like that Um
44:56
but uh yeah that's that's uh reminders Quality of life settings Uh this is this
45:02
is something that can be useful I don't use it a lot but it's it's mostly just um a bunch of different miscellaneous
45:08
stuff You can read through it You can pause the video here and read through it It's explains what it does Uh the other
45:13
big one that I use is the world automation settings another game changer for me So there's so much here I don't
45:20
want to go through all of it because there's a lot but you can uh just to briefly touch on it You can set it so
45:25
that when players go when characters go unconscious like when they are reduced to zero hit points it automatically
45:32
adjusts their initiative to the turn before the creature that made them go unconscious which is so great So you
45:39
don't have to manually do that It also automatically applies the dying condition when you're brought to zero
45:44
through lethal damage Uh it also will you can set it so that it increases the dying value based on how many wounded
45:51
conditions they have It will also automatically remove the dying condition when they're healed and add a wounded
45:57
condition if they are healed and they had a dying condition It's so good It's
46:03
really good Um if you don't use anything else in Foundry use this It's It makes
46:10
things so much easier and it takes away so much of the accounting for you Um you
46:16
can also have characters automatically drop items when they become unconscious It's just really really really good Um
46:23
and you can also manage house rules This is experimental It's not really reliable but you can use it Um the other things
46:31
um uh there's a so workbench I I think
46:36
workbench also adds a macro here Let me see if I can bring it up here in the
46:43
compendium basic action Yeah basic action macros This is really useful So the it
46:51
will automatically put this on the uh on the action bar of your players So you click if you click on it you'll see it
46:58
has all of the actions that I can do And uh let's say I want to yeah I want to
47:03
recall knowledge and it will give me a break
47:09
They just roll one recall knowledge and it gives me all of their modifiers for all of the their skills and I can see
47:14
whether they it'll tell me their modifier plus the result and then I can say uh you rolled a religion check the
47:21
seven it's not going to cut it Uh that kind of stuff And then you can also go to exploration and downtime Um is there
47:27
a way here to see the rules on one of these things so for instance if I I can't remember how grapple works in PF2
47:34
Um that it doesn't do for you Okay If you roll grapple here so if you roll
47:39
grapple uh it Okay it does It gives you a little
47:46
rundown of what it does You'd have to be willing to risk it or maybe just tell your jam like "Hey I'm going to click this button so we can see the rules."
47:52
Yeah Also if I roll B we'll stick with it Also let's say uh I want to that that
47:58
AC thing is really useful I want to do that with this thing So um I actually had the minotaur was trying to grapple
48:04
this thing So uh we'll actually start with the minotaur So we'll do this And
48:10
then he's going to it target the creature And then he's going to roll grapple And then it should tell me
48:16
whether I succeeded or failed And I failed because Yeah So super useful So that's
48:23
workbench That is that is just a really useful useful tool that I highly
48:29
recommend all DMs to use Your players may not get as much benefit out of it but DMs will certainly And and this is a
48:37
good example if you go back to the chat menu of like you could grab the grappled or the restrained condition and you
48:42
could drag it onto a creature had they succeeded Yeah Um it' be if we go back
48:49
to uh this uh you'll see that it has these highlighted conditions So you can just
48:55
click drag and now he's grabbed And there you go And it also
49:00
sets up the offguard and the immobilized conditions Super useful Um you'll see
49:07
these So if you see these chains here that means these cannot be removed until
49:12
their parenting uh condition is removed So because he's grabbed these are related to him being grabbed So you
49:19
right click on the condition and it and it gets rid of all of that Um so let's
49:25
talk about tool belt Tool belt is another useful one Um so you can set up automatic rune progression so you don't
49:31
have to think about it anymore Uh just when your players will level up they'll automatically get runes Super useful I
49:36
don't really use that Um but you can um better merchant So I'm going to bring up
49:43
a merchant I made Um so this is a merchant that
49:49
players can interact with Um that uh uh you'll see that they have like a stock
49:56
that they can add Um so what players can do if they want something they just click and drag something onto their
50:02
character sheet and it automatically deducts the coin from their stash Uh that's baseline foundry Um but with uh
50:10
improved merchant it um allows you to have infinite stock If you want to just
50:15
have as much stock as they have you can get rid of that You can also do item
50:20
filters uh which just makes searching for items easier or you can do from browser which
50:26
allows you to search items and add it to your in your your merchants's inventory rather than having to go to the compendium and do it manually Um so
50:34
that's nice This is a nice quality of life feature Um then there's Dropith
50:40
which allows your players to drop items on the ground if they want to which Foundry doesn't let you do baseline
50:46
Giveth also allows your players to give inventory items to other playerowned actors So rather than you as the GM
50:53
having to drag it over to another player's character sheet they can just uh click on an item and drag it over to
50:59
the token that's on the map and give it to the player Um you can also have the hero actions if you're using the hero
51:05
actions uh variant rule Um which is cool Uh you can hide uh the damage uh from
51:13
players if you don't want players to see how much damage they or another creature is dealing to them Uh identify helps
51:21
with identifi keep track of identified item unidentified items that kind of stuff Um the rolls tracker if you hate
51:29
yourself Uh it tracks how good your ro how good or bad the roles are Uh my
51:35
players for some reason in all of my games tend to have really bad luck I don't know what it is about me but yeah
51:43
Uh I don't want to make them feel bad Uh the other thing uh stances This is
51:48
really useful for monks It'll bring up a little action So let me see if we go to
51:54
Yeah you'll see it It's grayed out now because he already used it Um so uh but
52:00
if if if he hadn't already used it you can click on this and it'll automatically activate his stance
52:06
Um let's go back to configure settings Uh better merch Merge damages Also very
52:13
useful for monks So when they're doing flurry of of flurry of blows you combine the damages before applying resistances
52:20
This just allows you So let's say for this monk again let's say he's
52:27
going to hit he's going to fist twice
52:34
Um so he missed Okay good Yeah he he missed he missed twice Uh but uh let's
52:42
uh pretend he hit twice So we'll do damage Well he crit and he and he and he crit failed That's hilarious So uh you
52:49
see this little button right here merge So you click merge and it will immediately merge with the damage above
52:55
and combine them And now when I do damage it will calculate all of that
53:01
damage before applying resistances It doesn't have resistance to blood but if it did it would have done minus five So
53:08
it would have been 10 Um is that like a monk feature that they get to combine damages yeah that's that that's that
53:13
that's what flurry of blows does Uh it allows you to combine the damage before applying resistances
53:20
Um so uh so that's very useful Your monks will really appreciate that But um
53:27
yeah there's some good stuff in here Uh uh you can also add use buttons to consumables So when when players uh
53:35
there will be like a little use button next to whatever consumable they're using When they click it it will automatically apply whatever effects it
53:41
has You don't need to do it So that's that's very useful Last but not least
53:46
let's talk about the HUD So this is a very useful feature So you
53:52
notice um if you're bringing up Foundry for the first time you'll notice there's all these different boxes that you have never seen before Usually it's just this
53:59
Um so that is the HUD So let's click on Grips So Grips uh if I click on him
54:07
you'll notice that it gives me uh the option to take cover if I want to And I
54:13
can do click lesser standard or greater cover Uh it also gives me my temporary hit points my hit points and my hit
54:19
point total It's just like a nice little HUD that I can see all of that useful information It also lets me see and roll
54:26
my fortitude reflex will save roll perception stealth uh athletics that
54:32
kind of stuff And it shows me my hero points my dying value and my wounded value The other thing it does is there's just another uh thing for we have this
54:39
but we also can click on skills and it gives me a list of skills And what's also useful about this is it will gray
54:45
out any of the skills that I or the actions that I don't have access to because I'm not trained in them So I
54:52
can't treat wounds or treat poison because I'm not trained in medicine Um super useful to do And then if uh let's
54:59
say I want to uh administer first aid uh it will tell me what that
55:07
does and it should roll it
55:13
Uh maybe Oh okay This is weird Um let's try
55:20
demoralize No Okay It might be just because I'm the DM but usually if you click on it it will it will roll it for
55:27
you Similar to the other one Um there's also an extras where you can rest for the night aid earn income that kind of
55:35
stuff Uh if you want to access your character sheet you can also just click on it here I just find it easier to
55:40
double click on the token and there it is But if you don't have access to the token you can also just do that
55:47
Um yeah So that's that's super helpful You can also let's go to my uh let's go
55:53
to this cat right here So as the DM this is super helpful for me as well because
56:00
uh you'll notice there's there's these boxes and your players can customize this as well You can consider this like an extra action bar Uh but for the DM it
56:07
will autopop populate any NPCs with these actions So you'll see that I have
56:13
strike and it gives me the different maps and then I have like my different spells that I can use Super useful Uh
56:20
now base Yeah Now baseline for the DM one thing one setting that I will tell
56:26
you that you need to do um is uh there's a setting hold
56:32
on persistent HUD I think it is Yeah So persistent HUD So notice when I clicked
56:37
off dry paws his HUD is still here Normally baseline what will happen is if you click on it it'll show up And if you
56:44
click off of it this all will disappear I like to keep it there because it's just useful because I'm clicking around
56:50
as a DM a lot And this just lets me do it And then you can the other thing I would recommend you do is auto set actor
56:56
on token selection which uh lets me just switch whatever actor is active by
57:02
clicking on them Normally it's more of a pain You have to like right click and just add it to dam uh uh baseline but
57:10
this way I can just switch around And you'll notice each time it's switching around So super useful So I'm really
57:17
looking forward to using this I'll say like the default mode in PF2 is let's say I have three creatures on the board
57:24
I will have a character sheet up for each of them stacked on top covering half the map And so I'm like dragging
57:30
things around trying to see what the players are doing where people are moving at the same time that I'm seeing what actions are available to me It's
57:36
kind of a pain This HUD bar is going to be gamechanging for me because now Yeah like the actions are sitting there
57:42
They're right in front of me I know whether somebody is is good at something or bad at something but I can still be situationally aware of what's actually
57:48
happening on the map Yeah Um this down here is not part of uh PF2E HUD Uh this
57:56
is a different module that I have but also useful Allows me to see at a glance like what their what their passive
58:02
perception is and what their what their AC is Super super helpful Um but yeah there's a lot of things you can do with
58:09
all of this stuff Um and then uh like Pathfinder 2 remember how I said it autofills NPCs uh with those those
58:17
little bar things you can turn that off if you don't want that to happen Um very
58:23
helpful And that's uh those are the three uh those are the three uh modules
58:29
that I think are super important for Pathfinder 2 If you don't get anything
58:34
else for modules just get those three They will change your life and your player's life forever and make things so
58:40
much useful So this way with this especially with the PF2E HUD I was complaining with Randall about how I had
58:46
to pull up my character sheet every time I wanted to roll a check which gets super annoying after a while because it
58:52
blocks the majority of the screen Now I don't have to do that I can just have my actions right here and click on it and
58:58
it will do things for me Very helpful Um so yeah it didn't occur to me as a GM
59:04
that my players were probably equally frustrated that their character sheet was covering half the screen Yeah alleviate that That's great Yeah it's
59:11
great Hey guys future Ash here I realized I forgot to explain something that the PF2E HUD does that I really
59:18
love So you may have noticed when I was hovering over things First off let me
59:24
move this back There's this line that forms between me and whatever I'm
59:29
hovering over That is not a baseline foundry feature This is added by PF2E HUD So you'll notice when I hover over
59:36
something it tells me exactly how far away it is which makes targeting like range attacks really easy I can see
59:43
exactly how far I am The other thing that it does is it tells me the status
59:48
of whatever creature I'm hovering over at a glance which is useful because as a player I don't even know what the exact
59:55
health of my fellow party members are That's just how that works But by hovering over I can see first off Jack
1:00:03
Mullman is perfectly fine I can see Malachi is perfectly fine I can see Val
1:00:08
is barely hurt Um and that gives me just an indicator of exactly how my party
1:00:15
members are doing or how monsters are doing So if I select Val um and I hover let's give this guy some health cuz
1:00:21
right now he's dead So we'll do that and you'll see at death
1:00:28
store So I know he's almost dead So this is also just a really useful feature I highly recommend it if you don't
1:00:34
interact with anything else with Pathfinder 2 HUD This I found has been
1:00:40
super appreciated by all my players So check it out Um so uh let's talk about
1:00:45
some other I think useful ones that aren't necessary but are still useful So
1:00:52
there's PF2E uh modifiers matter which uh you'll notice when I rolled uh let's
1:01:01
see where's the flanking one where the players were yeah So you'll notice uh how this is
1:01:07
highlighted green That's just uh give paying attention to like what modifiers
1:01:13
made the difference in this this particular attack which is nice for players like especially my bard player
1:01:20
really like he he leans into the debuff and buffing stuff and so he it this is
1:01:25
super helpful to be like hey my modifier made the difference That's really cool So it's just nice You don't need to have
1:01:31
it but it's useful to have Uh the other one that I feel is kind of necessary but
1:01:37
you don't have to have it if you have your own play is Pathmuncher So most players build their characters through
1:01:44
Pathbuilder It's kind of the universal Um and if they don't they should because it's the best tool out there Um so
1:01:51
rather than have them rebuild it from scratch in Foundry you can use Path Muncher You'll notice it pops up here So
1:01:57
you click on Path Muncher and then it will say ask for a JSON code When you're in path path builder there's an option
1:02:04
to export to JSON You just have your players give you the six-digit number and click import and it will
1:02:11
automatically import all of the information from Pathbuilder into the character sheet Super helpful Um then uh
1:02:20
the other one uh the companion compendia PFT companion compendia This is this is
1:02:26
necessary if you have a summoner or an inventor someone who has like a familiar or a companion Uh so actually I need to
1:02:33
set up my one of my players's summoner who has an idolon named hyde So normally
1:02:38
this is a pain in the ass to do But with companion compendia I can go to compendiums and I'm going to search
1:02:44
idolon Comes up here and then it gives me an Idolon class So for him his idolon
1:02:51
is a plant I believe Let me see Yeah there it is So plant idolon I'm
1:02:58
going to drag this onto the character sheet Guardian plant Okay
1:03:06
Oops Guardian plant And he is medium And uh for his primary uh I think
1:03:16
it's this one I'll have to double check with him but that's uh that's what it is And so
1:03:21
now you notice it brings in all the modifiers gives him his armor class
1:03:26
gives him the the tendril strike and the attacks He's good to go So that's that's
1:03:34
companion compendia It just makes your life so much easier Uh now you'll not you probably noticed uh that those
1:03:41
little like character sheets up at the top when uh um or character icons at the top when we were in uh combat that's
1:03:48
called carousel combat tracker and it's just a nice kind of balders gate way to track initiative It's not necessary but
1:03:56
it's fun Um it's good advice like if you have issues with pace of play like reminding people when they're up next is
1:04:02
one of the best things that you could do It's like hey you're up next Start thinking about what you're going to do Something like that carousel tracker at
1:04:07
the beginning is a quick hint that like okay it's pretty obvious I'm up next turn or I'm up two turns from now If you
1:04:13
want a more explicit thing Monk's combat details Monk makes great plugins for for
1:04:19
Pathfinder especially So you can have it automatically play a combat playlist You
1:04:25
can show the CR and combat You can have a combat alert Uh and then you can pan
1:04:30
to combatant when your turn starts to pan to the token you control So whenever your token or a player's token comes up
1:04:37
it shifts your view to that token Very helpful Um then you can also have a
1:04:42
popup when combat starts and a popup when your turn is next It'll just be
1:04:48
like "Hey you're next up." So show next up notification Get ready You're up next Uh and then it will say "Hey it's your
1:04:55
turn." Uh they al it also has sounds that play at the beginning of combat and every turn I hate the sounds Please
1:05:01
disable them They're awful and loud and I do not like them Uh but you can change them if you want to Uh I just don't
1:05:07
really care Um but that's those are nice I don't think they're necessary but they're nice If you have an animist you
1:05:13
really want to get uh PF2E dailies which is this little teacup thing that's next
1:05:18
to the rest for the night Um let's just rest for the night Um so you'll notice that uh my
1:05:27
animist's uh uh apparition spells just disappeared So if you click on this uh
1:05:34
you pick your primary apparition and your secondary apparition If you're going to consume rations you click
1:05:42
accept It's going to take a while There you go And it's automatically populated all of my spells my uh focus spell as
1:05:50
well right here store time because it's my main apparition And it also gives me
1:05:56
all of the skills that uh or all the lords that I get from my apparitions And
1:06:02
it what I what I like about it is it highlights the the skills that are given to you by those apparitions So these are
1:06:08
temporary skills They're not ones you have baseline Um and all that's from PF2E dailies PF2E dailies Nice Okay The
1:06:17
other one that I like is uh extemporary effects So remember how I was talking about earlier how there's like certain
1:06:23
disease effects that don't automatically get calculated by the uh by the system
1:06:30
or that have an easy way to track them So let's bring in a centipede Uh giant centipede Could you
1:06:36
not no I'm I'm going to I'm going to do that Um so giant
1:06:43
centipedes have a thing uh called giant centipede venom which you you notice has
1:06:49
different stages and stuff like that So let's say I'm going to attack uh Jacques
1:06:55
here with my mandibles That's a horrible sound Yeah
1:07:02
Um so yeah let's say he fails Um normally I just have to keep track of that in my head because I don't there's
1:07:08
no condition for centipede venom Um but
1:07:13
I can create one So if I right click on this extmpor effect and now you'll see
1:07:19
there's an icon that popped up on him that reminds me oh hey oh yeah hey he's afflicted by poison This is super useful
1:07:26
also with like diseases that are going to be with your characters long term You can also set this so that the players
1:07:31
can't see that they have this condition but you can Um so I think have
1:07:37
contracted lyanthropy like a month ago and I forgot because I don't have this plugin Yeah exactly I always forget that
1:07:45
players have diseases and I love using diseases I don't forget anymore because now I have Xtempempor effects It makes
1:07:51
it easy to track easy to remind yourself Now that being said it doesn't automate everything for you It's not like a turn
1:07:58
goes by and then poison You're still going to have to remember to do that It's just a simple thing that it creates a simple condition to be like "Hey they
1:08:05
have this You should use it." Um uh oh the other thing I forgot to
1:08:10
mention about workbench uh going back is that uh Randall said about the persistent damage thing So one of the
1:08:16
annoying thing about persistent damage is every time you uh every time you go
1:08:22
past the uh monsters the end of the monster's turn I forget to do the persistent damage Sometimes with uh with
1:08:29
workbench it will automat you can have it set up to where it automatically rolls the persistent damage and automatically rolls a recovery check to
1:08:35
see if it if the persistent damage goes away Super useful Yeah I think by
1:08:41
default it'll it'll roll it but then you have to remember to apply it and you have to remember to roll the recovery
1:08:47
check which when you're trying to move combat quickly it's pretty easy to miss the fact that that popped up in the chat window Exactly It will automatically
1:08:54
apply the damage to you for you and it will roll the recovery check which is super And if they if they pass it will
1:09:00
automatically remove it So really good Uh so those are the useful not super
1:09:06
necessary mods Then let's talk about some fun stuff just some extras that I think are just cool They enhance your
1:09:12
experience but they're not absolutely necessary So you might have noticed that I've been rolling these physical dice
1:09:17
across the across the screen Um let's see I'll roll a
1:09:25
d20 Um yeah that's dice so nice Uh I have had so many players demand that I
1:09:31
have dice so nice in my game People like seeing these rolls and you can the what's great about dice so nice is uh
1:09:39
where is it yeah you can uh customize your dice So I have just these blue ones
1:09:46
but you can you can customize the dice to have whatever you want You can also bring in uh custom 3D models if you want
1:09:53
to as well Uh you can have them do special effects Very fun It's just a fun
1:09:58
little thing Um then there's also dice tray I think this is non-negotiable for me but I understand if this doesn't
1:10:04
matter to people Baseline Foundry doesn't have this They don't have these dice Uh you have to like type in roll
1:10:12
1d20 um which is super annoying like if you're doing non non-skllbased stuff So
1:10:21
dice tray You also have uh these uh flat checks that you can put up here So if
1:10:26
I'm just doing like a five flat check it'll just roll it and see if I passed or failed So I succeeded And there you
1:10:33
go Um dice so nice and dice tray Super helpful Now uh remember at the very
1:10:39
beginning where I showed off how I uh can double click on stuff and bring up
1:10:44
certain things That is Monk's active tile triggers So when you download monks
1:10:51
active tile triggers it'll bring you this tile control um which uh if you see I hover over it it shows you these
1:10:58
different tiles So essentially if I wanted to add a new tile I can just place it and there you go Um now
1:11:06
baseline if you want to set up something like this you drag out the tile for the area that you want affected You double
1:11:12
click on it and then you have to uh you have to set an image for it It doesn't matter what the image is Just have to
1:11:18
set it and then set the tile opacity to zero Otherwise it'll just show like a white um I'll I'll show you what that
1:11:25
looks like So if I just do it like this see this looks ugly Um so if you want
1:11:32
that if you want that to be gone you have to do that And then you can go in here and you can set triggers uh
1:11:38
animations Uh so for this I have uh when a player double clicks um and it allows
1:11:45
everybody to do it When a player double clicks actions change scene and it
1:11:50
changes the scene for the triggering player So it's just simple if then
1:11:55
statements essentially You can also do this like if a player moves their token onto a space they automatically
1:12:01
transition to another map So like if you have like a dungeon that's spread over multiple scenes and you don't want to
1:12:07
have to manually move players every time they go back and forth between a room you can just have players whenever
1:12:12
they're moving their token they themselves are switching to the other map Um or you can also have it set so
1:12:18
everybody switches to the next map So very fun very useful really good for immersion and uh and fun stuff like this
1:12:26
Um yeah uh I enjoy it Uh then there's uh
1:12:31
this thing This one is paid but I think it's worth it Um it's like you can do do
1:12:36
this for 25 bucks a year which is like nothing So this is called Mullenet and
1:12:43
it allows you to if you're subscribed to any Patreons um it allows you to uh just um bring in
1:12:51
certain um uh it allows you to immediately search what uh what sort of things you
1:12:59
have available Hold on let me Okay save settings maybe Yeah there we go So these
1:13:05
are the the the things that I'm currently subscribed to and allow me to bring in Molinette So let's say I like
1:13:12
the look of uh this dark wood thing We'll go with
1:13:17
this So I can preview it It shows me what it looks like And I
1:13:23
can also just uh um where is it import
1:13:28
it And it might take a few minutes but it will eventually import the scene with
1:13:34
all of its lighting set up There we go It's done uh all the lighting set up for
1:13:41
me Um yeah and then if we go
1:13:48
here and yeah so there you go Super easy helpful
1:13:54
Uh oh it just popped up There we go So yeah uh it's it it makes your life
1:14:00
easier Like especially if your players are going into uh uh go to a place that you weren't expecting and you're like
1:14:06
"Oh shoot Uh I have a map but it's going to take me forever to just like bring it in and uh light it and stuff like that
1:14:14
You can just use Mullenet to just immediately bring it in Your players won't even notice that you didn't have a map ready It's just already ready for
1:14:21
you Super helpful." You get it also does uh that with like um their different categories So you can do actors
1:14:28
adventures audio image item journal and but the key is you have to be subscribed
1:14:34
to certain patreons So there are a lot of creators that uh work with Mullenet
1:14:40
Um as you can see I'm only subscribed to like maybe one or two and it's given me
1:14:46
115,000 maps that I can pull from Uh which is crazy Um so yeah super useful
1:14:56
Um highly recommend Then uh lastly uh
1:15:02
one that I like is Status Halo So let's go back to the beach real quick or the lake I should say
1:15:11
Um so normally when you have uh these
1:15:17
conditions that come up they will uh they'll kind of cover the they'll
1:15:23
they'll start to cover the side of the the token and eventually a person's entire token gets obscured by these
1:15:30
conditions But you notice here I have it set up so that it goes in a circle around the border of the token That's
1:15:36
that's uh Halo tokens It just uh allows me to not to just make it look nicer and
1:15:43
uh more organized so people can still see their pretty tokens Yeah status halo seems pretty cool I like that Yeah
1:15:49
status halo is great And that's uh that's I do have basically
1:15:54
everything Okay so this is the point where I'm going to tell you guys about tokenizer which I didn't mention uh to
1:16:01
Randall in the video even though I promised to So apologies for that So the
1:16:06
way tokenizer works uh it makes creating tokens really easy So here I have a
1:16:11
goblin warrior and I need to set up a token Now I could do what we did in the
1:16:16
video which is where I bring up this thing and I bring in an already made token but let's say I don't have a token
1:16:22
created nor do I have the wherewithal to do do that I just want to make something quick and dirty So you bring this up
1:16:29
This is tokenizer Uh and you do that just by clicking on it Uh you can always
1:16:34
bring up the regular uh screen by shiftclicking on something Now I have this set up in a certain way I'll go
1:16:40
over the settings in a little bit but the basic essence of it is is you have the avatar and then you have the token
1:16:47
So if I want to modify the avatar I have to make sure modify is clicked And then I'm going to be copying I don't want to
1:16:54
have to download anything I just want to copy and paste So I'm going to set the paste target here So I have the goblin warrior uh sheet over here So let's copy
1:17:03
this And then I'm just going to controlV And you'll see it copies there I'm going
1:17:09
to delete that And that's my avatar setup Now for this all I have to do
1:17:15
paste target And there you go Now I have this set up to where uh it creates a
1:17:21
dynamic token for me but I'm going to go over basics real quick So usually um you
1:17:27
could the default is it's going to automatically give you one of these frames So you can click add
1:17:32
frame and it just gives you that frame with like a basic background Uh especially because this has a
1:17:39
see-through background So and if that's all you need to do that's that that's it
1:17:45
If that's all you want from it you just copy it into here You have this nice border and you can pull pull it in and
1:17:51
you're good to go Now with dynamic tokens which is what I like about this
1:17:58
it you might see what if you were to download the official module from Pathfinder 2 you might notice that oh
1:18:05
his sword kind of pops out of the frame a little bit and that's really cool How can I replicate that very easily so
1:18:12
let's go to configure settings for tokenizer
1:18:17
So the things you want to do with tokenizer is
1:18:22
uh so add a mask to the token when opened have this checked and that's what
1:18:28
this circular layer is It's adding a default mask which uh all that means is
1:18:33
it's like it's telling the tokenizer what to hide So if I move this down a
1:18:39
layer it works like Photoshop You can see it hides his his uh sword I'm going
1:18:44
to bring this up And the other thing you want to set is auto apply dynamic token ring Make sure
1:18:51
that's clicked You can also I also get rid of the frame option Add a frame to
1:18:58
the token when opened So that's on by default So if you were to bring it up it
1:19:03
would automatically add that frame that I was talking about So if you want to do what I'm about to do and have dynamic
1:19:09
tokens you want those two options enabled So let's go back here So to set up a to to set up a dynamic token uh
1:19:19
let's uh bring this down below the masking layer And then we're going to
1:19:24
duplicate it Oop that's the wrong one Duplicate it And uh so I am now going to create a
1:19:32
custom mask using everything revealing everything that I want to pop out of the
1:19:38
frame So what you do is you go to advanced mask and then edit And it's going to bring up this window And then
1:19:44
you can use the scroll wheel to up the brush size So I just want his sword to pop out That's kind of it Everything
1:19:51
else I'm fine with Then you click apply And then you want to set this as toggle
1:19:57
layer zero And you'll see his feet are cut off but the sword is now popping out
1:20:02
of the frame Then you just click apply You wait a second as it
1:20:09
Thanks And there we go It's avatar there So let's go to the abandoned laboratory
1:20:17
that I showed you guys with the measurement And then let's bring in the
1:20:25
goblin And if everything worked it should you'll notice see how his little
1:20:30
sword is coming out of the frame and it automatically created a background and a frame for you So you don't even have to
1:20:37
think about it And so that's how I was able to make these guys kind of pop out of their frames a little bit So that's
1:20:42
super fun and cool and I I really enjoy that feature Now sometimes it doesn't work right away So sometimes you might
1:20:48
drag it in and it just has the image and no token anything like that which is kind of frustrating Uh dynamic tokens
1:20:55
are kind of buggy So if that happens don't worry just delete the MPC import it back in go through the
1:21:03
process of copying and pasting again and then it should work So sometimes you might just have to do the process over
1:21:09
again But uh yeah that's tokenizer If you don't do anything else you can keep
1:21:14
the default settings on and just use that Drag and drop whatever image you're
1:21:20
using and it automatically creates a token for you Super quick super easy You don't have to use any sort of downloaded
1:21:25
software or take five minutes to like Photoshop something It just does it for you So this I would categorize as not
1:21:33
necessary but a huge quality of life increase I have one more question So
1:21:38
when we came to this map you actually had some cool music playing I had to turn it off because I think it was messing with your audio but could you
1:21:43
show people like how to handle Oh yeah sound and audio effects So one of the
1:21:48
things So Mullenet again uh automated this for me So this is an animated map
1:21:53
from one of the creators I subscribed to called RPG RPG Scenery They're pretty good Check them out Um so uh you'll
1:22:01
notice that it has sound If you go to uh might be too quiet but if I go to like
1:22:07
let's say this grassland um much more obvious Uh so if you come
1:22:16
to the playlist section and you don't like that you can just mute the environment like so I also have a module
1:22:23
installed that allows me uh so that I can adjust it That doesn't adjust it for everybody It only adjusts it for you So
1:22:29
if you really don't like that sound um you can come let's see where is
1:22:37
it Uh I know I have it
1:22:43
somewhere Huh are those geese geese maybe Um we'll go with the base
1:22:51
camp then So if you right click on this uh you'll notice there's a there's an
1:22:58
ambience thing here and I can set the background noise for everybody if I wanted to but that's a module That's not
1:23:04
baseline But let's say uh let's go back to our cave example Uh let's say I want
1:23:10
to put some environmental sound So um I'm going to click and drag this sound
1:23:16
over here And we'll say I have a sound Uh let's go with
1:23:23
campfire maybe Uh hold
1:23:28
on Oh the forge assets That's what it is Campfire Yeah campfire in the woods
1:23:35
Select file Create ambient sound So what this will do is uh so my players over
1:23:42
here they can't hear anything but as soon as they come in uh Oh I'm the GM so I have to be able to
1:23:48
preview it You'll you'll see that they they can
1:23:53
hear it Um currently with GMs the only way that
1:23:59
you can hear it is if you have that preview sound preview selected and your cursor is over the area If I move my
1:24:05
cursor out of it you can't hear it So in out and that will work for your players
1:24:10
with their tokens Um so that's that sounds in a nutshell You can also come
1:24:16
over here and just have playlists that you have So let's uh let's just manually
1:24:22
play Campfire So now players will hear it regardless And you can have different
1:24:27
um sounds set to different um modes either music environment or interface
1:24:33
and uh adjust the volume accordingly If you adjust the volume here it'll adjust it for everybody If you adjust it up
1:24:40
here it just adjusts it for you Yeah And I think this is really nice because like I have some players who if
1:24:47
you have all the noise going on then they can't actually understand what folks are saying Like it's hard to concentrate and listen to people And so they'll turn every everything completely
1:24:54
to the bottom for themselves They just don't like it Everybody else really likes it So having the userbased
1:24:59
controls is is super nice in Foundry Yeah I usually use kinku for my my
1:25:04
soundsscapes but I sometimes use uh I sometimes use Foundry um because I like
1:25:10
the the the sort of spotbased sound effects where like there's a certain
1:25:15
sound effect that plays when you're close to something and it and as they go further away from that the origin of
1:25:20
that sound it becomes quieter Uh which is very cool Um so yeah that's Foundry in a nutshell
1:25:29
Uh there's so much more we could go over but I just this is just a brief overview I hope this helped people and I hope
1:25:35
this helped explain why people um like Foundry so much because it's endlessly
1:25:42
customizable It automates so much especially when it comes to Pathfinder 2 I can't play Pathfinder 2 in roll 20
1:25:48
anymore I've I I run I'm still running a game temporarily in roll 20 and it's a goddamn nightmare So if you're running
1:25:54
Pathfinder 2 for the love of God please switch to Foundry you don't want to do it in roll 20 With DND I think you can
1:26:01
make an argument that roll 20 is still fine Uh you especially with Beyond 20 you can integrate DND Beyond into that
1:26:07
pretty easily but you can also integrate it into Foundry I'm just saying it's it's a it's a good system I mean the one
1:26:13
positive I would say Roll 20 has over Foundry when it comes to ro to DN D is that they have a direct partnership with
1:26:20
with DND where Foundry does not So yeah
1:26:25
but Piso makes a lot of modules Piso does kind of have a partnership with Foundry So they make a lot of modules
1:26:31
for Foundry Like a lot of their adventures are modules Uh I'm currently running Season of Ghosts which does use
1:26:38
uh which they did release a module for There's also the Kingmaker module Uh I hope that they release it for all of
1:26:44
their adventures because like I would love a Strength of Thousands module They just don't have one Um but yeah uh if
1:26:52
anybody has any questions you can at me on Blue Sky or at me in the Discord or
1:26:57
if I said something wrong you can feel free to yell at me as well And yeah like and subscribe all all that stuff I hope
1:27:05
you enjoyed it to the end I'm going to link uh all of the uh modules that I
1:27:10
mentioned in the description So if any of those seem appealing to you check them out Uh there's also other creators
1:27:17
on the on YouTube that go into more detail about some of them especially Workbench and tool toolbench that
1:27:23
probably did it better than me because some things just didn't work for me I don't know why but of course it doesn't
1:27:28
work when I need it to Um but yeah thanks everybody and have a great day