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How do you use Dynamic Lighting

To be honest, I have not looked much at Dynamic Lighting.  When I first read about it, I thought okay this is for someone carrying a torch in a Dungeon.  How would this apply elsewhere?   It seems like it could be a good application to use such that one would not have to wroory about Fog of War, and revealing certain areas.    Has anyone used this in say an urban environment?    I am working on a scenario where the characters come upon a house and fields during the day, i was trying to see if there was a way to use DL in this scenario.   Perhaps the characters have a longer site during the day but cannot see the entire farmstead...not sure... Any examples of how DL is used would be helpful.   Thanks
1367489248
Gauss
Forum Champion
In a daylight setting I would use DL to control line of sight. Set each player to 1000 (or some other obnoxious number) but do NOT checkmark the 'all players can see' box. Make walls for the farmhouse.  - Gauss
1367496655
Pat S.
Forum Champion
Sheet Author
If the fields have grain that is grown very high then use a dynamic wall to represent the field of vision being blocked. This also can be done in a forest.  example: the forest is rather heavy in trees so you decide there is only 60 yd (or ft) range of vision so you start making your dynamic lighting lines that far apart then do what Gauss suggests. This gives all the players a 60 ft/yd visual range in the forest or what ever you decide. You also can hide monsters like that also if you don't use the gm layer trick so that the characters can run upon them without warning.
Erik, I've used dynamic lighting to great success in an urban environment where it mostly represented line of sight.  Instead of having the characters emit light, I just made sure there was a lamp, window or other light source in each room.  It really does ratchet up the tension as the PCs cleared each house room by room without knowing what is behind each door.   The sudden appearance of an NPC forces the players into a quick shoot/no-shoot decision.  Its a big tool in increasing immersion - Roll20 pretty much has my five bucks in perpetuity for this alone.
I have it set up for "Car Wars" so you can drive around and blast each other at night. Works awesome.   Now if only we could direct the light forward in a beam instead of just a circle!
Gauss said: In a daylight setting I would use DL to control line of sight. Set each player to 1000 (or some other obnoxious number) but do NOT checkmark the 'all players can see' box. Make walls for the farmhouse.  - Gauss I'm not sure I'm following this - how is that much different than fog of war and revealing the other side of the wall after they pass it?
1368572154
Gauss
Forum Champion
The original poster was basically asking about DL being used to control line of sight in a daylght situation. After removing the FoW the map would remain visible and thus does not control line of sight.  In any case, either DL or FoW or both combined can be used for many different situations. For an outdoors situation where line of sight is regulated by the forest or whatnot I prefer to use DL. I simply set a radius and that is how far they can see in that situation.  - Gauss
So far, I have setup for a daylight environment and it seems to work.   We will find out this weekend as I try it with the first scenario.   I like the idea of not having to reveal areas as the characters move and also having some of the NPC hidden in the scene and the PC can discover these characters while walking.    I am still unsure of the light distance I will use, I have tried 1000 feet and that seems to work ok, but may shorten to a closer interval.   I really think that DL has the potential to elevate the game.