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Thread: Is there dynamic LOS/FOW like in roll20 or fantasy grounds?

  1. #1

    Is there dynamic LOS/FOW like in roll20 or fantasy grounds?

    so I am looking for a digital tabletop for my d&d group as we're all currently living in different cities hours away, and I love the idea of using tabletop simulator AS LONG as it has the dynamic LOS/FOW features like fantasy grounds has in this example here.

    is that something that's easily available in tabletop simulator?

    also, side question; can I import my own stl files for monsters? I have a large catalogue of minis for 3d printing and I worry Ill be missing out on using them![url=https://192168ll.onl/]https://192168ll.onl/[/url] [url=https://xender.vip/]https://xender.vip/[/url] [url=https://testmyspeed.onl/]https://testmyspeed.onl/[/url]
    Last edited by dembegama; 08-09-2019 at 03:06 PM.

  2. #2
    Tabletop Simulator does have functionality for revealing Fog of War as specified objects (e.g. characters which have been marked as revealers) move through the Fog of War.

    However, I don't use this in my D&D game because Tabletop Simulator has not concept of barriers with this functionality (as far as I know). What this means is that when a character walks up to a wall, the Fog of War is cleared even beyond the wall. This is, as far as I can tell, because TTS does not use objects to block the revealing of fog unlike other applications which allow the specification of barriers to the fog of war revealing.

    For my D&D game, I have created an alternate solution. When I create the encounter area, I mark each wall (or object) with the room ID or the room IDs of adjacent rooms in the case of a wall. I put these in the description so that, as GM, I can easily point to any object and see which room ID it uses. Then I have a little UI which has a pulldown list of actions and a text box. The pulldown list has actions such as show, hide, lock, unlock, delete. The text box allows entry of a ID. When a new entry is made into the text box, the selected action is applied to all object that contain that ID in the description. So as characters enter a room, I just type the room ID into the text box (with the Show action selected) and it reveals the room.

    This solution takes more work to prepare but I find it works much better. And, of course, the granularity of the hide/show is up to the GM. For example, a large dark room could be split into multiple sections. Or, for example, the walls of a large room could be revealed immediately but characters in dark portions of the room don't show up immediately. Usually, I prefix room wall and objects with R (for room), and I prefix characters with C (for characters) or even A, B C, D, etc (if I may need to reveal characters one at a time). This way if I type R23 it will reveal the room and contents of room 23 but not the foe (for example if the foes are concealed). When the foes make themselves visible, I then type C23 and that reveals the characters.

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