
It knows that melee attackers get an advantage if you are prone, and ranged attackers get a disadvantage. It knows how prone works, and if your attack can knock someone prone, it’ll facilitate you making them roll their saves, and if they fail, it’ll let you apply the flat condition. It knows about half-damage from non-magic weapons. It knows how temporary hit points work and handles that for you. It understands what damage resistance does and halves it for you. It understands what critical hits do and rolls the extra damage for you correctly. Roll damage, and it applies it to your target.

Select your target, click on your character sheet, FG rolls the dice and tells you whether you hit. So unlike Roll20, the ruleset knows how an attack works in 5E and will automate it for you. But sitting on top of that is the ruleset – and the ruleset understands the roleplaying system you are running. FG consists of a core VTT engine to handle maps, lights, walls, tokens, images, etc.

If you are reading this and you’ve not run a game in Fantasy Grounds, it’s hard to express the automation, and system support runs much deeper than Roll20 and Foundry.
