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Do your players map?
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<blockquote data-quote="Shiroiken" data-source="post: 7894033" data-attributes="member: 6775477"><p>I don't use dynamic lighting because you have to be a paid member, and I'm cheap <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>My other DM has used dynamic lighting, and we've found some issues with it, at least with the premade maps for Avernus. Either you can't "unlock" the doors, or he hasn't figured how to do so yet, so we can't see into a room until we enter it. With a large party, we sometimes have players outside of the room during a combat, and it makes it awkward being unable to see without moving your token.</p><p></p><p>I never found any issue with Fog of War, and I by far have the worst PC in our group. The only major issue is making sure you reveal wall sections and doors enough that everyone knows where the walls end and the edge of sight ends. Since I often make my own maps, I use a heavy red line for walls, which are easy to see and thick enough to show even if I use the polygon reveal. I also use the old school rectangle for doors, which stick out from the wall. Admittedly it makes mapping a dungeon unnecessary, since the player can see back, but honestly I usually don't want to worry about that anyway.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7894033, member: 6775477"] I don't use dynamic lighting because you have to be a paid member, and I'm cheap ;) My other DM has used dynamic lighting, and we've found some issues with it, at least with the premade maps for Avernus. Either you can't "unlock" the doors, or he hasn't figured how to do so yet, so we can't see into a room until we enter it. With a large party, we sometimes have players outside of the room during a combat, and it makes it awkward being unable to see without moving your token. I never found any issue with Fog of War, and I by far have the worst PC in our group. The only major issue is making sure you reveal wall sections and doors enough that everyone knows where the walls end and the edge of sight ends. Since I often make my own maps, I use a heavy red line for walls, which are easy to see and thick enough to show even if I use the polygon reveal. I also use the old school rectangle for doors, which stick out from the wall. Admittedly it makes mapping a dungeon unnecessary, since the player can see back, but honestly I usually don't want to worry about that anyway. [/QUOTE]
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