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February 19th, 2020, 04:58 #501
- Join Date
- Jul 2013
- Posts
- 43
Here is the amended files for PFRPG Mummy's Mask AP 1 : The Half Dead City. Thanks Zacchaeus & Doug for your thoughts.
On to MM AP 2.....
Christopher
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February 19th, 2020, 10:33 #502If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 19th, 2020, 10:43 #503If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 19th, 2020, 11:17 #504If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 19th, 2020, 15:51 #505
LOS - Cragmaw entrance (spoiler)
I just might be being picky, but it seems that a Terrain blocker should be placed about part way in because a Player can see the bridge from the outside and the description from P1-04.04. Steep Passage says:
From this point on, characters without darkvision will need light to see their surroundings.
Now this could mean that the "steep passage" is what is dark and requires light/darkvision, but I have always assumed it was the entire cave.
DM View
Cragmaw DM View.JPG
Player View
Cragmaw Player View.JPG
I circled where I believe a Terrain blocker would make sense."Time is an illusion...lunch time doubly so."
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February 19th, 2020, 16:25 #506
This is a good thought, but IMO I would handle this by overlaying a mask. Because where the blocking occurs, and how is dependent upon the party. A party with darkvision won't have the blocking, and then you have to remove the terrain blocker. And, once a non-darkvision party has a light source, the blocker will no longer be valid either. Seems easier and more 'common' to me to not have a terrain blocker there and just have the DM use the mask. (Though the issue is the DM has to know to do that since a mask can not be stored with the module.)
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February 19th, 2020, 17:42 #507
Tricky one. Almost any dungeon without a light source would be in a similar situation. I'm not sure that we want to fill entire dungeons with terrain blockers.
I think we wait until we have light ranges implemented to handle these kinds of situations. Meantime as LE says we still have the mask option.If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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February 20th, 2020, 00:48 #508
Super... I should’ve known you had that covered
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February 24th, 2020, 17:47 #509
Hi Zacchaeus,
Only 3 more maps to go for this one.
https://www.fantasygrounds.com/store/?search=sandpoint
Let me know if any changes have to be done. (i.ex: the tavern map has roofs but I left them without terrain occluders)
Steve Flammang aka KingGraan
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February 26th, 2020, 12:55 #510If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php
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