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devinlc
July 22nd, 2020, 23:25
I am finding it difficult to unhide NPCs if I have a large encounter with many NPCs in it. The only way I know to unhide is on the combat tracker. But the problem is if I have 20+ enemies hidden on the map, it is very difficult to see a token, mouse over it to see its label (i.e. Orc 17) and then searching the combat tracker for it and unhiding the token.

Is there a way to click on a token and unhide it from the token click?

Thanks.

damned
July 23rd, 2020, 00:01
Hi devinlc

My first suggestion is - Use Encounters. Only load the Encounter into the CT when the party bump into them. Dont load your whole map up with actors that are not yet involved.
And it may be ruleset dependant but you can right click on a token and choose Visibility.

devinlc
July 23rd, 2020, 00:13
Hi devinlc

My first suggestion is - Use Encounters. Only load the Encounter into the CT when the party bump into them. Dont load your whole map up with actors that are not yet involved.
And it may be ruleset dependant but you can right click on a token and choose Visibility.

The problem is that the PCs are going into living dungeons where the nearby inhabitants will react to battle and come running, so really I need the whole dungeon active so that i can track their movement towards the battlefield and have them cast spells prior to appearing.

damned
July 23rd, 2020, 00:45
The problem is that the PCs are going into living dungeons where the nearby inhabitants will react to battle and come running, so really I need the whole dungeon active so that i can track their movement towards the battlefield and have them cast spells prior to appearing.

You are making life hard for yourself if you put all these extra peeps in the CT.
The PCs cant see into the next room.
How would I do this?
Look at the Combat Tracker - after X of rounds add the nearby encounter onto the map and drag them into the room.

Granamere
July 23rd, 2020, 02:08
You might want to look at this as an option.

https://www.fantasygrounds.com/forums/showthread.php?47146-5e-Combat-Enhancer-(built-on-retired-GPL-Advanced-Kombat-extension)

similarly
July 23rd, 2020, 02:38
Here's what I would do:
Only add the tokens to the combat tracker at the time you think that the noise from the next room would alert them.

Keep combat small. Personally, I'd hate to try to track 20+ targets. I'd get confused too.

Neovirtus
July 23rd, 2020, 05:23
Devinlc, I agree, it would be nice to have a short cut to click on a token and toggle its visibility. I have run into plenty of situations where this would be helpful, even without multiple encounters in the combat tracker. There are many, many encounters defined in published modules with 10+ NPC combatants. Those plus your party, and it's a pain to track down Wolf #6 or Goblin #9 in the combat tracker to toggle their visibility when they hide, or jump out of the bushes.

damned
July 23rd, 2020, 05:30
Try this: https://www.fantasygrounds.com/forums/showthread.php?46585-CoreRPG-Extension-Has-Initiative-Indicator

Neovirtus
July 23rd, 2020, 15:34
I don't see any functionality related to visibility states of tokens.

similarly
July 23rd, 2020, 15:37
I don't see any functionality related to visibility states of tokens.

I think it's because you said:

it's a pain to track down Wolf #6 or Goblin #9 in the combat tracker to toggle their visibility when they hide, or jump out of the bushes.
And with that extension, because it makes it more visible which token currently has initiative in the combat tracker, perhaps you can more easily keep track of which enemy in the combat tracker belongs with which token.

Neovirtus
July 23rd, 2020, 15:44
Ah, I see. Yeah, I guess the examples I used focused on the current actor, but my intent is to make it easier to toggle visibility of any NPC token, no matter where they are in the intiative order. I often find myself hiding/revealing NPC's as the party's awareness of them shifts. I think the current actor is the only case where this is NOT an issue, so that extension doesn't address the issue really. Still looks helpful though, just not for this.

damned
July 23rd, 2020, 16:18
I suggest you dont toggle visibility on/off of active tokens unless they have actually become invisible as it affects any active targeting to/from the token which slows the game down.
If they are moving out of range move them into a masked area.

LordEntrails
July 23rd, 2020, 18:38
Even invisible npcs imo should not be toggled invisible. Vis/Invis effects too much. Just apply an invisible effect. Besides, many game systems (like 5E) assume player knowledge of unseen NPCs and the rules then account for things like perception checks, attack modifiers etc.

I get the 'immersion' value, but for me its just not worth the hassle.

Granamere
July 24th, 2020, 13:08
You might also want to think that just because a group is around the corner does not mean they would come to the first groups aid. If you had a group of Goblins at the dungeon entrance it does not mean the Bugbears in the next room would care if the goblins were in combat. Heck they could just think them fighting each other is normal. So I would not load up the bugbears into combat tracker until I thought that they could come into combat. Also the commander of the bugbears two rooms over would not bother with the fight until someone from one of the first two groups came to get backup. Also they might not even hear the combat because they are behind a fortified door.

If you are running some sort of multilevel maze where a bunch of people are competing to get to the end you might need everyone loaded up to keep track of what they are all doing but that would be more of a one off.