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Your Thoughts on LoS, Dynamic Lighting on VTTs
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<blockquote data-quote="Nebulous" data-source="post: 8174393" data-attributes="member: 31465"><p>I have experimented a LOT with Roll20 dynamic lighting the past year. I've found that it is best used sparingly, and as someone else mentioned, in a dungeon setting. I've also found it best to MIX up maps, for example, sometimes don't use the lighting at all, or switch to fog of war and clear it room by room, and sometimes yes you do want dynamic lighting enabled so that as players creep forward it ebbs away. I have my D&D game currently set exactly how I want it. Players with darkvision tell me where they are looking and I'll clear the fog, leaving everything in shades of black and white, as darkvision does. Sources of light flicker and show color, so when they are creeping through a dungeon environment it is about as close to the real thing as I can get, and the effect is stupendous. Seeing crap in shades of gray is not that fun and they are scared of what they CAN'T see. Perception checks are disadvantage too, and all of this is stuff that can't be recreated at the table in real life, just by imagination. </p><p></p><p>The immersion factor is great, but again, I would not use it all the time and not for every map. It can be very annoying in a brightly lit map to have huge blocks of black created by pillars or doors or walls blocking line of sight.</p><p></p><p><img src="https://i.imgur.com/f5WwFY4.jpg" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p></blockquote><p></p>
[QUOTE="Nebulous, post: 8174393, member: 31465"] I have experimented a LOT with Roll20 dynamic lighting the past year. I've found that it is best used sparingly, and as someone else mentioned, in a dungeon setting. I've also found it best to MIX up maps, for example, sometimes don't use the lighting at all, or switch to fog of war and clear it room by room, and sometimes yes you do want dynamic lighting enabled so that as players creep forward it ebbs away. I have my D&D game currently set exactly how I want it. Players with darkvision tell me where they are looking and I'll clear the fog, leaving everything in shades of black and white, as darkvision does. Sources of light flicker and show color, so when they are creeping through a dungeon environment it is about as close to the real thing as I can get, and the effect is stupendous. Seeing crap in shades of gray is not that fun and they are scared of what they CAN'T see. Perception checks are disadvantage too, and all of this is stuff that can't be recreated at the table in real life, just by imagination. The immersion factor is great, but again, I would not use it all the time and not for every map. It can be very annoying in a brightly lit map to have huge blocks of black created by pillars or doors or walls blocking line of sight. [IMG]https://i.imgur.com/f5WwFY4.jpg[/IMG] [/QUOTE]
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