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FoW connected to players

How about having different layers of FoW that is only visible for the player connected to it. That way if one player have explored one part but the rest haven't then only he will see it. Great job with roll20.
This is doable with Dynamic Lighting. Drop torches that cast light which only specific player(s) can see.
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Gauss
Forum Champion
How to do what Eric has suggested: 1) Create torch. 2) Set light radius on torch 3) Leave the players can see box UNchecked. 4) Give control of torch to those players which should see the torch. (Note: requires players be adult about it and not move the torch around if they are not supposed to. If they are not adult, take the torch away until they agree to abide by the rules.)  - Gauss
That method creates extra light sources, limiting what the GM can use for ambience or npc's.
Honestly I have found a lovely combination of using FoW and Dynamic lighting on the same map. I put dynamic lighting so players can only visually see their own light, unless there are torches or lighting in the environment, I make those visible to everyone. But if someone gets sent through the portal I can then reveal the area they were teleported to by removing FoW, and only that player can see it 'cause no one else can use his light source, (I started doing this mainly because I disliked having to trace out everything for the dynamic lighting, except columns/obstacles. So instead I just turn the dynamic lighting option on, but don't actually draw anything on that layer. and I also turn on Fog of War in rooms that if a players light shines in, they're allowed to see. (Cuts down on having to trace walls on the dynamic lighting layer. Although, I have thrown in a line or two if 2 people are on different sides of the same wall, but it just takes throwing in 1 line in the dynamic lighting layer. I'm not sure if I worded all that confusingly, but if you understood it, I hope it helps.
You're just trading off prep time on dynamic lighting for time spent erasing fog of war during the game. Dynamic lighting is far more efficient and easy to use.
This is a situation where it comes down to preference. Though I do like this system I wish there was a better way to show line of sight.
JonathanTheBlack said: You're just trading off prep time on dynamic lighting for time spent erasing fog of war during the game. Dynamic lighting is far more efficient and easy to use. It's efficient if you want to go throughout your entire map and trace around all the walls, etc... (I have gone through many sessions prepping the dynamic lighting and many sessions with just FoW) I have found the easiest and quickest route that gets the same job done is using a combination of both features at the same time, instead of tracing the entire map, I just click and reveal the entire area they just entered as they get to it and the dynamic lighting takes care of only revealing what they should be able to see to only them, even while they are in different areas, etc.. etc.. It takes 100% less time to click and drag a rectangle to reveal a room than tracing that exact same room. AND, the dynamic lighting still works perfectly as intended. I'm not saying doing 100% dynamic isn't amazing to use, 'cause it is. But until they fix the graphical errors with letting light pass through corners or angled lines (even when it's solid black. I'll stick with hiding everything by simply clicking "Enable fog of war" instead of taking loads of time tracing around walls and secret passageways. (I make/use quite complex maps, puzzles, and the dynamic lighting 'causes a lot of bug issues for me when certain wall angles are used. Again I agree, boils down to personal preference, but spending zero time to hide everything you want to hide is far faster than any amount of time spent on drawing dynamic lighting walls (Especially when sometimes corners still let through light anyways).
Hmm, I see. All walk around's. But I guess i can't complain til I start paying for this service. Thanks for the answer. Nux