Dungeons & Dragons 2024 Core Rulebooks Pre-Order
Page 2 of 2 First 12
  1. #11
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    17,471
    Blog Entries
    9
    Quote Originally Posted by MrDDT View Post
    Kinda sucks because you already have it done, but what you can do is break it up into areas with LOS. Put the LOS on diff layers and break the map up into like 7 areas, so you always only have max 3 areas on at one time.

    So you would break the map up into 7 pieces, with the left being 1 and the far right being 7.
    When the players are in area 1, you would put 1 and 2 layer on, when they are in 2, you put 1 2 and 3 on, when they are in 3 you put layer 2, 3 and 4 on, etc.
    You've done this and it works? What happens to FoW when you turn off the LOS with the explored area? i.e. when they move into area 3 and you turn off area 1. Also, do you put things like a terrain occluder on the edges so they don't see past the edge if there is a long hallway or such?

    The other option is to "encounters maps" and not just a huge dungeon crawl, so you would have the big map, which you the GM can use without LOS but not give it out to the players. Then have Encounters that you've cut out of the big map with LOS that you put the players on.
    This is the approach I've taken so far. But if the other one works this might be obsolete (if it weren't for resolution).

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  2. #12
    Quote Originally Posted by LordEntrails View Post
    You've done this and it works? What happens to FoW when you turn off the LOS with the explored area? i.e. when they move into area 3 and you turn off area 1. Also, do you put things like a terrain occluder on the edges so they don't see past the edge if there is a long hallway or such?
    Yes, I've done this and it works. I'm not sure about FOW once they get to a certain point normally they don't care to much about FOW, but I can double check.

    You have to use it within reason, if you have a long hall way going left to right thru all the "zones" then you wont want to break it up like that.

    You can also go an extra step and make a DM layer with colors to know which "zone" is which, just remember you going to want 2 to 3 zones active at all times because you need the touching zones active.
    You can also make an extra LOS layer that has basic cut offs so they can't see past it while the zones are active.

    When I get more time I can give you my examples.

  3. #13
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    17,471
    Blog Entries
    9
    Thanks! You can see on my Undermountain map how that could be invaluable. Right now my assumed approach was building the player map from the encounter maps one at a time. Which still might be the suggestion, because with that they will each be a layer on a big player map. Gotta think about this. Thanks again

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  4. #14
    Quote Originally Posted by LordEntrails View Post
    Thanks! You can see on my Undermountain map how that could be invaluable. Right now my assumed approach was building the player map from the encounter maps one at a time. Which still might be the suggestion, because with that they will each be a layer on a big player map. Gotta think about this. Thanks again
    Yep, so I double checked and FOW works fine, they can still see it (as long as you don't move them to another map of course)

    Here is the example.

    You can see here it's split up into a zone of LOS with just that zone on. You have to do it smartly and know about cross over areas, so you would turn any over lapping area on plus the 2 touching it.
    Attached Images Attached Images

  5. #15
    LordEntrails's Avatar
    Join Date
    May 2015
    Location
    -7 UTC
    Posts
    17,471
    Blog Entries
    9
    Thank you!

    Problems? See; How to Report Issues, Bugs & Problems
    On Licensing & Distributing Community Content
    Community Contributions: Gemstones, 5E Quick Ref Decal, Adventure Module Creation, Dungeon Trinkets, Balance Disturbed, Dungeon Room Descriptions
    Note, I am not a SmiteWorks employee or representative, I'm just a user like you.

  6. #16
    This is amazing... I shifted my players to Slitherswamp last night and had a lot of performance issues for sure. It's unfortunate that I've already done the LOS work on 5 other maps beyond so far. The winding caverns add a lot of points, which I'm sure is the cause of my issues.

    I'll maybe import a new copy of the image and start over as once I reached a certain number of occluder points, the lag made editing them too tedious.

    At least there's a possible work around here as I prefer the gameplay mechanics of LOS over masks.

  7. #17
    Zacchaeus's Avatar
    Join Date
    Dec 2014
    Location
    Scotland
    Posts
    21,009
    Quote Originally Posted by MartianXi View Post
    This is amazing... I shifted my players to Slitherswamp last night and had a lot of performance issues for sure. It's unfortunate that I've already done the LOS work on 5 other maps beyond so far. The winding caverns add a lot of points, which I'm sure is the cause of my issues.

    I'll maybe import a new copy of the image and start over as once I reached a certain number of occluder points, the lag made editing them too tedious.

    At least there's a possible work around here as I prefer the gameplay mechanics of LOS over masks.
    What we've learned since Line of Sight became a thing is not to put too many points on; and also the LoS does not need to be right on the edge of the walls. This is especially true with caves and similar maps. You can reduce the number of points on a particular area by double clicking on one point to select them all and then clicking on the Simplify Selected Occluders button. In the first image below we can see a wall occluder on the left with quite a few points on it; but in the second image after using the simplify occluders tool it has reduce the number of points significantly. In the third image I've deleted the occluders on the right wall and redrawn the line further back from the edge with a lot fewer points.
    Attached Images Attached Images
    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

Thread Information

Users Browsing this Thread

There are currently 1 users browsing this thread. (0 members and 1 guests)

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
DICE PACKS BUNDLE

Log in

Log in