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Dynamic Lighting: Pernamently Reveal Terrain

1400226037

Edited 1400226071
One issue I've noticed as a GM using the Dynamic Lighting system is general disorientation from the shifting black polygons. It would be nice if Dynamic Lighting could function a bit more like the "Fog of War" in a Real Time Strategy Game, with unexplored areas black, explored areas showing terrain, and areas that your units actually have sight on fully revealed, including enemy units. I think an option to allow the "Map&Background" layer to remain revealed, but dim, once a player had seen it would be an improvement to the Dynamic Lighting system. If this option were available, an individual player would have better sense of the space they were in, while creatures sneaking up behind them from down the passage they had just traveled through would remain hidden.
1400254205
Lithl
Pro
Sheet Author
API Scripter
You could drop light-generating tokens behind the players as they progress. If you want the "explored but not currently visible" area to be dim as in an RTS, the token you drop could emit a fairly large radius of light, but have the dim light start at a very small value (0 or negative).
Thank you for the workaround idea. I could also use the Fog of War system in roll 20 in combination with the dynamic lighting. The problem with dropping lights is, firstly, players still cannot see that area if it is not in line-of-sight (provided I am using line of sight). Secondly, creatures in those areas would become visible, requiring me to keep them on the GM layer until they move into view, which increases the management on my end. I think my suggestion would improve usability in general.