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Best use of Dynamic Lighting/Fog of War?

1413300550

Edited 1413324879
I am currently working to make a map of Cragmaw Hideout. What is the favored method of running players through a map such as this (and future maps in the module)? I am wanting it to be as fun and "cool" as possible, since I will be trying to introduce new players to the game. What way looks the most pleasing to the eye? Is it best to use Dynamic Lightning and roughly trace the walls, or is it better to go with Fog of War and reveal it as the game progresses? Dynamic Lighting is a great concept, but for some reason it looks a bit ugly to me when put into practice. This also might just be my rough drawing skills. I also may be over-thinking this, but since such quality maps are available, I really wanted my use of them to be just as high quality if that makes any sense.
Many folks find the hard edges of Dynamic Lighting + Line of Sight to be ... distracting. A common practice is instead of outlining the dungeon on the DL layer, leave it wide open. You can then use Fog of War to restrict what is visible to your players without the harsh jaggies. DL is great, don't get me wrong, but it's not the best in every situation.
That is what I was personally thinking as well. I thought it was going to look so nice, but when I generated a token and set the line of sight, light radius, etc... it was a bit jarring how jagged my work was. I just wanted to make sure I wasn't being too much of a perfectionist, I suppose.
1413563029
Stephen S.
Pro
Marketplace Creator
Sheet Author
API Scripter
I made this tile pack with all those dynamic lighting quirks in mind: <a href="https://app.roll20.net/forum/post/1269348/dungeon-" rel="nofollow">https://app.roll20.net/forum/post/1269348/dungeon-</a>... There is a brief walk through on how to set it up (sort of an "egg-carton" approach.... very easy to set up.)