D&D General Your Thoughts on LoS, Dynamic Lighting on VTTs

I have used roll20 for some time now, and use DL and I like it. I think it does add something that you do not get at the table. Which is a perspective what the actual character might or might not see. However for most of us use to gaming at the table this can be really jarring . Its human nature that we are use to having a greater connection to seeing what's drawn or if Mini/Props are used. I think the fog of war would be a nice feature if it wasn't so laggy for roll20. I have used the api and shared vision light tokens to work in similar fashion to provide the same effect.
 

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I didn't realize that. That's cool. Besides different scale and a party token vs. individual player tokens, what other features or QOL improvements does exploration mode offer in Roll20?
The toggle for Explorer mode just lets the DM decide whether the players can or cannot see the areas they’ve already explored on a map regardless of whether or not those areas become blocked again by walls/obstacles.
 

I like Roll20 as a player. It has been a lifeline when I'm stuck working weeks or months abroad and dealing with the constant self-quarantine requirements from international travel. They have an excellent find-a-game function. But it just didn't work for me as a DM. I found it too fiddly. Also, I found that the large Rappan Athuk dungeon section maps, with walls fully traced, etc., would just lag and hang. Lastly, Roll20 just didn't provide enough storage at an affordable prices for the over 100 full-color maps I need for Rappan Athuk. Even with manual reveal, trying to put up a map on the fly was just not as convenient as Fantasy Grounds, Table Tools, or Foundry, where I can have all my maps preloaded and searchable within the VTT itself.

Foundry has provided the best prep experience in terms of line of sight, lighting, local ambient sound, etc.

The issues with Foundry are:

(1) Poor support for D&D 5e. For 5e you can't get all the official content, so you have to manually enter it or use a plugin to import from D&D Beyond. Getting the character sheets, items, etc. to work with automations, etc. is wonky. We use D&D Beyond for the character sheets, even though I can import them to Foundry with a plug in. Managing character sheets in Foundry just isn't competitive to Fantasy Grounds or Roll20.

(2) Mods can be too much of a good thing. One of the great aspects of Foundry is the community mods. You can add to the base programs functionality in some very cool ways. But it also means things breaking when a new version of the base program is released or a great mod by is no longer supported by the person who created it. Also mods can conflict with each other. If you love tweaking and don't mind the time it take to test and troubleshoot, you'll love it. But if you are more of the type that just wants to buy a game and play it, Foundry is not there yet.
Yeah, I play in a Foundry game and seriously considered running my next campaign with it, but my experience has been such that I know a good portion of my sessions would be troubleshooting bugs and explaining how to do stuff to the players. So I just can't justify it. Better to stay with Roll20 for us.
 

(2) Mods can be too much of a good thing. One of the great aspects of Foundry is the community mods. You can add to the base programs functionality in some very cool ways. But it also means things breaking when a new version of the base program is released or a great mod by is no longer supported by the person who created it. Also mods can conflict with each other. If you love tweaking and don't mind the time it take to test and troubleshoot, you'll love it. But if you are more of the type that just wants to buy a game and play it, Foundry is not there yet.
This is good to know. I was under the impression that Foundry was out-of-the-gate more easily tweakable than Roll20. I have the Plus account so I can modify APIs, but it's a pain. When it works it works very well, but I wish so much of that automation was easier to do with just a toggle on and off button. Foundry sounds like it probably similar but just in a different way. I think the main thing holding me back is the learning curve to adjust, but I might as well fiddle a little bit.
 

I didn't realize that. That's cool. Besides different scale and a party token vs. individual player tokens, what other features or QOL improvements does exploration mode offer in Roll20?
I use dynamic lighting extensively in exploration mode when PCs are traversing the campaign map. They can see where they're been, but it is grayed out. I can control the light radius around their token, giving them as little or as much view of the landscape as I want. I embed images directly the map, sometimes on Map layer, sometimes a token or GM layer, depending on what I need. If they zoom all the way out they can see that most of the map is jet BLACK and they've only uncovered about 1/10th of it. I have the hex scale set to miles, so I can use the measure tool and tell them exactly how long a journey is, even if a destination is in a blacked out part of the map they haven't uncovered. "Zobeck? Oh...yeah, that's 250 miles away."

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Yeah, I play in a Foundry game and seriously considered running my next campaign with it, but my experience has been such that I know a good portion of my sessions would be troubleshooting bugs and explaining how to do stuff to the players. So I just can't justify it. Better to stay with Roll20 for us.
That's my issue too. We all know Roll20. I've spent the past year busting my ass on this system, and I know how to massage it do what I want, and frankly I'm very pleased. I've gotten over most of the fiddly bits and can fix problems on the fly with a minimum of fuss. But for some reason Roll20 rolls out changes like molasses. It's really, really slow. I don't know why.
 

This is good to know. I was under the impression that Foundry was out-of-the-gate more easily tweakable than Roll20. I have the Plus account so I can modify APIs, but it's a pain. When it works it works very well, but I wish so much of that automation was easier to do with just a toggle on and off button. Foundry sounds like it probably similar but just in a different way. I think the main thing holding me back is the learning curve to adjust, but I might as well fiddle a little bit.
It's true Roll20 Api is almost a must and not as difficult to use compared to say the setup of fantasy grounds. I have been looking it Foundry mostly because of cost when comparing to FG and Roll20. It may even improve performance issue given the proper setup (something $50 US one time fee and self hosting). I haven't made the leap yet because of two factors 1. Gaming community the sheer size of roll20 make it attractive 2. I currently have 2 campaigns running that I would not want to switch in the middle of. Coming from an IT background I'm sure there is going to be a learning curve, but for me that's probably easier than it is for others. Either way its time sync to learn but from what I have seen it maybe worth trying.
 

I've seen people handle wilderness/travel exploration with a single "Party" token at a "zoomed out" scale.
One of my favorite usages of dynamic lighting I've seen so far in online play is in a Stonehell megadungeon OSE game, where we use TotM for combat and just have a single token for the party moving around the map. The DM doesn't use Explorer mode, so we NEED to make maps for ourselves to avoid the risk of getting lost.

It's been one of the most exciting and old-school elements of play I've had in online D&D. A few sessions ago we were inattentive and DID take a wrong turn fleeing from a wraith! One PC got drained of two levels as a result, and we were lucky to escape.

I'm a bit of a luddite; in my own games I just use Fog of War and reveal the maps in stages as appropriate. But in my bigger dungeons which require multiple trips, I do usually reset the FoW for a given level, so the players have to remember the layout or make maps for themselves. One of them was quite good at the latter and it really aided the party's planning for subsequent delves. Other players have not been as attentive, gotten disoriented or forgotten where a given room was, and that's been a pretty fun old-school element of play as well.
 

They're all Euro-fantasy for one. I'm running a silk road inspired campaign right now. Maps of buildings or cities or the like that are inspired by India or the Middle East or China are pretty much non-existent. (Hell just try to find a map of a merchant's house that looks like an actual medieval merchants house and not a 19th century Victorian home).

And what if I want to run a dungeon that is not a set of underground ruins with rectangular rooms but is the inside of a colossal tree, or the inside of a giant statue?

To rely on pre-made maps is always to vastly limit what you can do.

If you want something more exotic you should check out De Architecturart. He specializes in beautiful, non western, battlemaps with full building illustrations. A true pleasure to use. I don’t think he’ll mind me showing one. There are about a dozen other building types in the same style. He’s done several other styles as well.

I found his Patreon and nearly fell off my seat. If you’re really stingy you can sign up, pay the month, download everything you want and then Cancel but you’d be missing out on the gorgeous stuff he does. These are just samples of his work readily available on Google but on his Patreon you actually get the sets with floor maps etc.
 

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I think with lighting I pick my effects to match my maps.

1. You have have the fog of war grey out previous explorations so they can see what they’ve explored but not what has changed there. Very useful for ambushes.

2. You can set it so each player can only see what their token can see, but you can also set it so you can see what any other player can. At times this is really useful.

3. You can vary lines of sight and quality. So for instance a character who has darkvision can only see dimly. Whereas a character with a torch can see brightly and also illuminate for other people.

4. You can create a torch token for if characters drop these. Or cast light on an object.

5. If a character is blinded or affected by darkness you can literally switch off their sight, forcing them to feel their way around the map by wall boundaries - a lot of fun online with other players trying to tell them where they are.

It takes me about my 5 minutes to put the dynamic barriers in for a typical dungeon level. Use blue lines so they stand out and keep them narrow width so you can see the walls. I tend to use regular width for the doors so they’re easier to delete when opened. The key to this is matching the grid to the walls. Most dungeon maps mark to grid lines anyway. Holding shift+Z snaps to the grid meaning you can just approximately click in that area and it will always snap. If you have a weird bit or a curve don’t press it and you can shape it. Don’t worry about exactly tracing a shape. Pull back a 1/4 square and show some wall. It doesn’t need to be perfect. In fact rougher looks a little better I think.

The most annoying thing is having to move to the light sheet in order to open doors but you soon get used to that.

When moving I just tell players that when the action starts and I call roll initiative that’s where there character are. Most players don’t want to waste a turn of combat moving to the door. It encourages them to move up.

When I’m reading descriptions I give them chance to move. What’s the harm in letting them catch up?

If a player says they’re interacting with an object and they’re not close to it. I move them next to it.

I there is something like a trap or ambush I say okay everybody stop. If players keep moving I move them back. This isn’t every fight so it’s not that jarring.

I find that the limited lighting and knowing exactly where they are encourages players to be more engaged and aware - particularly when exploring say a haunted mansion. There is something very exciting about revealing a map a section at a time as your line of sight changes.

On a technical note, I find it helpful to keep maps under 1000 x 1000 pixels and under 30 x 30 squares where possible. It speeds things up a lot. Use smaller where you can.
 

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