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Gollwyn
June 28th, 2021, 14:12
Good Morning,

I haven't been able to locate a good tour of map masking/lighting that is comprehensive (I prefer a document to a video, but a video will do) - I think I have somewhere between map level controls, dynamic masking and lighting controls just managed to screw things up good and proper:

My scenario -

Running Dungeon of the Mad Mage. Trying to find a good way to interact with the large level maps - having players move 30ft at a time is not ideal on a map that size so I was using the old fashioned mask and reveal to move a party token around the map and then adding the character tokens when combat broke out. Is that entire approach a bad idea?

When that led to odd issues (the players not being able to see, or getting stuck on open doors) - I left their tokens on the map and then moved a "party position" token to show general movement and then used DM move to put their tokens where a fight broke out. This worked better (I am guessing because the tokens were not leaving and re-entering the map), but still had some quirks and odd behaviors around the masking (I had some characters that could not see through doors that were open, and other strangeness).

The party left the dungeon and want to preserve a light fog of war over places they have been before but have a fuller fog of war over the places they have not been - is there a way to do that? Some combination of masking? When I re-introduced them to the map the entire map was fully blacked out by fog of war and I didn't know how to fix it other than taking a character with a torch and dragging them through all the corridors they have already explored - which was time consuming and a bit immersion breaking (though the players were humming Yakkity Sax so they made their own fun).

Basically I need:

1) A thorough tutorial that not only shows how to manipulate the masking and lighting system controls individually
2) But also a tutorial that shows how you are *supposed* to use them - if you are not, for example, supposed to use old masks in tandem with new lighting (which I am starting to suspect)
3) Any advice from someone with experience running a big map dungeon like this to avoid making the players drag tokens around it to just go back to places they have been before.


Thanks!

~G

Gollwyn
June 28th, 2021, 14:16
Also question: I had a lot of difficulty with players in "free movement" going different directions/not stopping fast enough when I asked them to so I could check perception, etc - but then when I locked down token movement - moving any significant distance became a slog for the players. Any experienced advice on free vs. restricted token movement?

Gollwyn
June 28th, 2021, 14:17
Is there any way to place a zone on the map that forces a perception check or the players to roll initiative if they move a token there?

Sulimo
June 28th, 2021, 16:18
See videos 18-21 (https://www.fantasygrounds.com/forums/showthread.php?55797-How-do-I-in-Unity).

LordEntrails
June 28th, 2021, 17:52
Consider using a "party token" for out of combat movement. Or use a single player token while using Party Vision.

No there is no automatic perception check type of terrain. Though you can use a pit to stop movement.

The wiki has several articles, you can start with this one; https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/996640584/Map+Line+of+Sight+Style+Guide

Zacchaeus
June 28th, 2021, 20:57
I don't think there's any way that you are supposed to use the interactions between lighting, line of sight and the mask. It's up to the individual group to determine what works best for them. Personally I no longer use the mask since it seems to me to be pointless (it was pointless even before lighting IMO) but that's not to say that it is pointless for you. I was running DotMM up until a couple of months ago and used token lock. That doesn't restrict players moving more than their allowed movement if they're not in combat. Of course if someone rushes off ahead into trouble then that's their problem. Generally my players stick together and don't go haring off in all directions - but they're an experienced group and have played together for 30 years. So that's perhaps not surprising.

You'll just need to experiment until you find something that works for your group. Educating players that it isn't a great idea to wander off into the unknown comes with experience.

LordEntrails
June 28th, 2021, 21:01
You'll just need to experiment until you find something that works for your group. Educating players that it isn't a great idea to wander off into the unknown comes with experience.
And by dropping balrogs onto the map!

Gollwyn
July 1st, 2021, 19:08
Thanks for the references and the advice!

MrDDT
July 2nd, 2021, 06:21
Also question: I had a lot of difficulty with players in "free movement" going different directions/not stopping fast enough when I asked them to so I could check perception, etc - but then when I locked down token movement - moving any significant distance became a slog for the players. Any experienced advice on free vs. restricted token movement?

I would say learn to turn it on or off.

For the automatic perception check. If you don't mind doing some prep work (Welcome to D&D DMing) you can put a hidden token on the map with an aura effect using Kent's Automatic Auras EXT. This will allow you to code some effects that force a check.

If you need more help feel free to DM me, I can show you how it's done in game.