PDA

View Full Version : Idea - MAP - Accept ALL Moves



Blackfoot
November 6th, 2017, 02:16
It would be great if the GM could accept ALL movements that have been planned on a map.

VOTE HERE (https://fg2app.idea.informer.com/proj/fg2app?ia=114660)!!

Andraax
November 6th, 2017, 14:01
Possibly; however, I'd never use it. Because players only go one at a time.

Bidmaron
November 6th, 2017, 14:19
Why not just turn off move approval?

Blackfoot
November 6th, 2017, 14:21
In normal situations yes.. but out of combat movement where the players are 'taking position' on a map... it happens quite frequently where everyone moves to the new room or something and are lining up at the door or whatever. This isn't intended as an every round sort of tool... but I am often switching into and out of locked tokens mode to handle what this feature would allow for.

Andraax
November 6th, 2017, 15:52
I leave the tokens unlocked until we go into combat, then it's movement one at a time anyway. As soon as combat is over, I unlock tokens. Don't see a need for this at all.

Targas
November 6th, 2017, 16:11
I would more prefer an invisible move line option, that way only a GM can see player movements, and the player themselves won‘t see in which direction a character is jumping/running in his 6 second turn. Besides being more realistic, it would lead to more fun / dramatic situations. What do you think?

JohnD
November 6th, 2017, 16:16
I would more prefer an invisible move line option, that way only a GM can see player movements, and the player themselves won‘t see in which direction a character is jumping/running in his 6 second turn. Besides being more realistic, it would lead to more fun / dramatic situations. What do you think?

I'd use this.

pindercarl
November 6th, 2017, 16:26
Without commenting specifically on this feature request, looking to the future new movement confirmation options will likely be necessary. With line-of-sight and improved fog-of-war, preventing the players from "exploring" the map will be desirable.

Targas
November 9th, 2017, 06:18
I'd use this.

Added the idea of ‚invisible movement lines for players to see, but their own movement’ to the poll for voting:
https://fg2app.idea.informer.com/proj/fg2app?ia=114696

JohnD
November 9th, 2017, 08:00
Voted.

Full Bleed
November 10th, 2017, 22:19
Without commenting specifically on this feature request, looking to the future new movement confirmation options will likely be necessary. With line-of-sight and improved fog-of-war, preventing the players from "exploring" the map will be desirable.
Correct. In Maptool, I disable auto-exposure of FoW and use a manual "Expose Sight" method to control for accidental exploration. Further, I disable the drag-n-drop method of token movement (in combat) and have my players use a custom clickable movement pad so that steps are more tactical and things that can happen with each step can unfold. For example, if a player takes 3 steps and sees a bad guy, they can make a decision based on seeing that one bad guy. If they drag-and-drop 6 steps and see 6 bad guys because of a more advantageous viewpoint, you get into this meta where they want to back up 3 steps, retroactively get back movement, and pretend they're making a decision on the single bad guy and not the 6. Un-restricted movement in a fully automated vision/light system does lead to spoilers... so tools to control the game accordingly (and the the gamer's preferred level of meta) do need to be available.

Blackfoot
November 11th, 2017, 14:03
Way to derail my thread guys.