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Joined: Mar 2020
journeyman
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At the moment we can see enemies and the structure of the place (buildings, dungeons, caverns...) behind walls and doors. This breaks the need to use strategy to deal with the unknown. I think a fog of war in those places would be an excellent way to raise the stakes.

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enthusiast
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+1

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stranger
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Would be pretty cool.
If not blacking things out, just making the models invisible if no party members have vision there.
Would make Rogues/sneaking a bit more useful.

Joined: Oct 2020
journeyman
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Agreed, right now some fights become super easy to cheese once you know the enemy layout. Fog of war would improve upon a lot of scenarios.
Alternatively, only make enemies/NPCs "visible" if a character has very high perception. Like a highly perceptive character could probably hear footsteps or conversation in another room, but a unperceptive character would have no idea. Maybe that's a bit tricky to implement tho.

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journeyman
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Originally Posted by zeel
Agreed, right now some fights become super easy to cheese once you know the enemy layout. Fog of war would improve upon a lot of scenarios.
Alternatively, only make enemies/NPCs "visible" if a character has very high perception. Like a highly perceptive character could probably hear footsteps or conversation in another room, but a unperceptive character would have no idea. Maybe that's a bit tricky to implement tho.


Exactly

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journeyman
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I consider the minimap to be so bad and blurry that it doesn't really help... particularly in areas with a lot of verticality and multiple floors.

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stranger
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+1. Pathfinder kingmaker did this excellently and made exploring rooms much more interesting

Joined: Mar 2019
addict
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I agree. Adds a lot to the thrill of interior exploration and the use of scouting tactics (e.g stealth and divination spells).

Joined: Oct 2020
enthusiast
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Seems a reasonable thing to do.

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+1

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journeyman
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+1 agreed

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journeyman
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I am happy to see that for now everyone agrees with me. Thank you
folks. I hope Larian will try to implement this, as it will add a new element for exploration and combat, as we will have to use scouting tactics and even espionage if we want to take advantage of our enemies.

This looks like a lot of fun to me.

Last edited by Anung un Rama; 16/10/20 08:03 PM.
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apprentice
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Being able to "walk" right through doors, even into secret areas, with the camera is extremely broken, I agree.

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enthusiast
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I would call it OP rather than broken.

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stranger
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+1

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enthusiast
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Yeah totally! +1

The first time I realized I could WASD the cam and explore everything that way it really took me out of it.

I think the game should have multiple difficulty settings and fog of war for anything outside the line of sight should be standard for whatever setting corresponds to "Core Rules" or advanced difficulty setting.

It would actually be ideal to have at least 4 difficulty settings, maybe more but 4 is a good start.

1. Story Time (easiest setting)
2. Normal (default setting)
3. Core Rules ( advanced setting, by the book 5e D&D)
4. Hard (same as the above but with buffs to the encounters, less loot, more prohibitive resting or whatever for Ironman death wishers)

This would give them some room to play a little loose with some things in the storytime or normal homebrew difficulty setting, make it easier or more enjoyable for casual players. While giving players who want it more by the book to have something with fewer surfaces fog of war etc.



Last edited by Black_Elk; 18/10/20 08:40 AM.
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enthusiast
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+1 for fog of war

Joined: Oct 2020
enthusiast
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Part of the fun of playing tabletop with a VTT like Fantasy Grounds is having the DM keep secrets and only reveal part of the map at a time. Being able to scroll around and see all the layout really ruins the exploration element

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journeyman
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We need the fog of war, everywhere

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stranger
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If there is going to be a fog of war, I would personally prefer to be an optional toggle. Nothing would be more unimmersive than seeing a black sky or black patches in the background when zoomed in or during third person cutscenes.

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