I want to add that this mod helped me to set up a multi-level dungeon and reduce the strain on the map. By breaking up the map into multiple scenes, the dynamic effects didn't slow it down like it would as a single scene.
Your instructional videos are direct and to the point and that makes them much easier to understand than many others. This helped to demystify the functionality of this module and I loved your parallaxia video, too. By highlighting a single aspect of each module you're making the more advanced functions feel much less intimidating. Keep it up!
Nice and concise. I've been looking for a video like this to explain MLT and how to do this to my busy friends who DM on my server. Great job. The video doesn't go into everything, but it will be amazing for them.
Great video! Very concise and easy to refer to! I watched another guide when I was setting up multilevel tokens, and while it was very detailed, it was much longer. Thanks for this!
I pride myself on making my guides well edited and short, with the knowledge that the vast majority of people can fill in the blanks here and there. Glad you liked it!
I swapped from R20 to Foundry a couple weeks ago and I am still blown away by what can be done... and this video is 8 months old..... man R20 is falling behind
Having some trouble with this. Works fine as GM, but when I join as a player, the teleportation doesn't work and the clone tokens don't update until I switch back to GM.
I know this is an older video but, how do you handle initiative using this? Since they're separate scenes, my players keep falling in and out of initiative when they go between the scenes.
This is such a game changer! Can these teleporters be connected to trigger events do you think? Maybe setup special lighting or a sound when it happens
I downloaded the module but when i go to the options for the drawing the little city building icon that says "mutlilevel" isn't showing up! So strange. :(
Hello. Nice Vid! I'm having issues with the combat tracker when a token progresses to a level that is in and of itself another scene. (NOT on the same scene) I'm aware I can unlink the tracker from the current scene, but the issue that occurs when a token leaves (for example, climbing stairs to a 2nd level) and the token is "teleported" to the new scene, it gets dropped from the current tracker. This creates a time suck wherein I have to re-add the token to combat and update its initiative to reinsert it in the tracker. This is for EVERY token that transitions. Obviously, not ideal. Is there a setting, work around or module that solves this issue? Thanks for any info.
I have a question: if I attack the token in the ground floor from the high floor, it shows the damage in the target token, but not in the source token. Than if i walk in the stair, the token will be teleported do the higher floor with full life. Is that a way to make the damage goes to the targe token?
Hey sorry for asking a probably silly question. You might not have an answer either, which is fine lol The importing from D&D Beyond, I remember reading forum stuff that says it use to be easier but they changed the code so it cant access JSON data now. Does the importer still work at all or is that something that isn't worth looking into anymore?
im assuming you can do this in the same scene right? my players take ages to load into different scenes so this would add like 3hours of game time if it had to be in two or more scenes. i wanted to use this for a ship scene and taverns later
I'm curious how you've handled staircases that span multiple levels, such as in Argynvolstholt and Castle Ravenloft. There are many cases were the stairs traverse more than 2 levels, and I'm just wondering what is the best way to let the players choose to go either up or down in these cases.
I would place two seperate teleporters, one which goes up and the other which goes down, and clearly mark them with arrows or words using the drawing tools.
oh thank fuck i have a map that essentially has 7 floors 7 fuck-motherfing floors because its essentially a ruined part of a modern day city and i was worried id have to find a way to either cram them all into one scene some-fuckin-how or fumble between yeeting my players from scene to scene manually. this'll take me a bit of time to fully understand but i think this will help
I want to add that this mod helped me to set up a multi-level dungeon and reduce the strain on the map. By breaking up the map into multiple scenes, the dynamic effects didn't slow it down like it would as a single scene.
The downside to this however is that combat cannot easily take place over multiple levels, because encounters are locked to scene at the moment.
If dynamic affects are slowing down your map, you're doing something wrong or using dial up internet
@@RUclipsAccountMan Or they have a terrible PC, like me
I loved the nod to the classic "You must gather your party before venturing forth"
Just wanted to say I really appreciate how quick and concise your videos are.
Your instructional videos are direct and to the point and that makes them much easier to understand than many others. This helped to demystify the functionality of this module and I loved your parallaxia video, too. By highlighting a single aspect of each module you're making the more advanced functions feel much less intimidating. Keep it up!
enderal ost in the background = instant like
I only recently found your videos but my players love the tutorials you have shared as I have utilised them in my game. I thank you so much!
That's awesome! Glad to help make your games the best they can be!
Nice and concise. I've been looking for a video like this to explain MLT and how to do this to my busy friends who DM on my server. Great job. The video doesn't go into everything, but it will be amazing for them.
The content you make is awesome! Hope it keeps coming, you're making my games so much more immersive!
That's the plan!
Thanks for the tutorial, this module will come in handy for my Vampire Mansion Encounter.
Dude this is great, your reddit post introduced me to this module and it's amazing.
Keep up the amazing work man!
I felt the "let me in" meme re: VTTA. *single tear*
Great video! Very concise and easy to refer to!
I watched another guide when I was setting up multilevel tokens, and while it was very detailed, it was much longer.
Thanks for this!
I pride myself on making my guides well edited and short, with the knowledge that the vast majority of people can fill in the blanks here and there. Glad you liked it!
Great video!! Great pacing and filled sigh all the right info. Very well done.
Awesome video, thanks for showcasing this awesome module.
awesome channel you got here! I also like your party art
I swapped from R20 to Foundry a couple weeks ago and I am still blown away by what can be done... and this video is 8 months old..... man R20 is falling behind
You also can add the two level on the same scene (if the maps is not too big). That makes the transition smoother because there is no loading time.
Love the video, disappointed you didn't say "Gather your party before venturing forth."
Fantastic! Thank you so much for this guide!
Having some trouble with this. Works fine as GM, but when I join as a player, the teleportation doesn't work and the clone tokens don't update until I switch back to GM.
Sadly, it doesn't seem to work on the current build of Foundry, but if they update it, I'm sure your vid will be helpful haha.
thanks! super helpful and concise
Wondering how this module handles combat when tokens move from one map to another?
Hi! I set it up as this and it works wonderfully! But the token won't drag the actor to the other map. How do I solve that problem?
I know this is an older video but, how do you handle initiative using this? Since they're separate scenes, my players keep falling in and out of initiative when they go between the scenes.
Such a good guide, well done.
Good stuff, thanks for sharing!
This is such a game changer! Can these teleporters be connected to trigger events do you think? Maybe setup special lighting or a sound when it happens
Thank you so much!
I need this on roll20 so bad.
I downloaded the module but when i go to the options for the drawing the little city building icon that says "mutlilevel" isn't showing up! So strange. :(
Hello. Nice Vid! I'm having issues with the combat tracker when a token progresses to a level that is in and of itself another scene. (NOT on the same scene) I'm aware I can unlink the tracker from the current scene, but the issue that occurs when a token leaves (for example, climbing stairs to a 2nd level) and the token is "teleported" to the new scene, it gets dropped from the current tracker. This creates a time suck wherein I have to re-add the token to combat and update its initiative to reinsert it in the tracker. This is for EVERY token that transitions. Obviously, not ideal. Is there a setting, work around or module that solves this issue? Thanks for any info.
I have a question: if I attack the token in the ground floor from the high floor, it shows the damage in the target token, but not in the source token. Than if i walk in the stair, the token will be teleported do the higher floor with full life. Is that a way to make the damage goes to the targe token?
Hey, where did the Patreon go?
Is there any way to hide the drawings for the GM?
Hey sorry for asking a probably silly question. You might not have an answer either, which is fine lol
The importing from D&D Beyond, I remember reading forum stuff that says it use to be easier but they changed the code so it cant access JSON data now.
Does the importer still work at all or is that something that isn't worth looking into anymore?
im assuming you can do this in the same scene right? my players take ages to load into different scenes so this would add like 3hours of game time if it had to be in two or more scenes. i wanted to use this for a ship scene and taverns later
I'm curious how you've handled staircases that span multiple levels, such as in Argynvolstholt and Castle Ravenloft. There are many cases were the stairs traverse more than 2 levels, and I'm just wondering what is the best way to let the players choose to go either up or down in these cases.
I would place two seperate teleporters, one which goes up and the other which goes down, and clearly mark them with arrows or words using the drawing tools.
thx
Does this work in 2024?
oh thank fuck
i have a map that essentially has 7 floors
7 fuck-motherfing floors because its essentially a ruined part of a modern day city
and i was worried id have to find a way to either cram them all into one scene
some-fuckin-how
or
fumble between yeeting my players from scene to scene manually.
this'll take me a bit of time to fully understand but i think this will help
from personal experience, it works pretty well. until it doesn't.