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April 23rd, 2024, 21:28 #11
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.
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April 23rd, 2024, 22:49 #12
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.-MrDDT
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April 23rd, 2024, 23:10 #13
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
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April 24th, 2024, 19:49 #14
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.-MrDDT
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April 24th, 2024, 20:31 #15
Thank you!
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May 26th, 2024, 17:54 #16
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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.
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May 26th, 2024, 18:57 #17
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.
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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