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January 29th, 2021, 21:14 #131
Damn :-) Fine, then its hunting for visible tokens on the CT for me. So to get this strait, if the token is not visible on the CT (because you dont want the player to know its there) then a player walks up to it with a torch, They wont see the NPC until I with lightning fast reflexes find the now visible token and turn it on in the CT?
What if the player walks past it and it should only be visible for the time its within range? Could be for only a second in their move. So I have to quickly turn on and off the token in the CT?Last edited by kevininrussia; January 29th, 2021 at 21:17.
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January 29th, 2021, 21:15 #132
Absolutely. Digging into a map - right mouse - choosing eye - choosing next layer - then having to dig back into it when he is visible again and changing it again?
Versus.. clicking eye icon on CT on and off?
Yeah I'd think that was obviously easier
Plus at the start - I noted that this was my personal opinion because I never have my CT cluttered with more than a few things. Granted, because of extension I have another flavor of visibility in the CT so don't suffer the "long list".
And yes, no worries that we disagree. I see what your saying - it makes life harder if you do it the way your suggesting. And at heart - I'm a lazy DM. First and foremost!Free(Forums/Forge) Extension(FGU 5E):
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January 29th, 2021, 21:20 #133Free(Forums/Forge) Extension(FGU 5E):
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January 29th, 2021, 21:20 #134
I think that Token visibility should be automated based on LOS and lighting. Not a manual affair unless there is some condition keeping the token invisible to LOS.
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January 29th, 2021, 21:21 #135
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January 29th, 2021, 21:21 #136
We both suffered the double post
I think that Token visibility should be automated based on LOS and lighting. Not a manual affair unless there is some condition keeping the token invisible to LOS.Last edited by SilentRuin; January 29th, 2021 at 21:24.
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January 29th, 2021, 21:27 #137
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January 29th, 2021, 21:29 #138
This looks fantastic! I can't wait to give this a try!
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January 29th, 2021, 21:33 #139
I don't think you are alone in this; but I fear that SilentRuin is correct in that the technical difficulties are such that it isn't going to be possible in the short term. But who know what is around the corner.
I do think that the possibilities for highly imaginative and dynamic combat are considerably enhanced though with the lighting coming in on top of LoS. Even if the PCs know that there are 10 goblins around because they're visible on the CT, finding them on the map may well be a lot more complicated. I accept that you want to not have them visible on the CT until they are actually seen, but I think that the lighting will have a big impact at your table.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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January 29th, 2021, 21:37 #140
All this debate is to point out that implementing dynamic lighting and vision is not as simple as some people have said in the past that it is. You know, "All they have to do is..."
Good discussion and at this point I'll just take it as it comes and have faith that it will continue to improve and we (the community) will continue to be able to influence the direction it takes.
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