Hi! Thanks for the video! By the way, a lightly obscured area (such as dim light) causes disadvantage to sight-based Perception checks and not attack rolls. A heavily obscured area (such as darkness) gives the blinded condition which causes disadvantages on attack rolls and automatic failure on sight-based Perception checks.
Fantastic video ! And thanks a lot for the shoutout and the time you put into making these videos ! Ive learned a lot from part 1 and 2 and I cant recommend your channel enough. Cheers from France !
Thanks friend! I've already covered that : ruclips.net/video/1SP_pS2Ujjc/видео.html And referenced it again recently in a more updated video specifically about attacks: ruclips.net/video/nB2qY5nctrg/видео.html
In roll20 it was a bit difficult rotating characters so i never really used the cone effect for lighting. Grabbing the anchor would sometimes grab the token instead. I likely still wouldnt use it since my players tend to me fast pace so having to rotate all the time may be cumbersome.. but it does sound fun for like a dungeon crawl with traps and monsters that can fade through walls in foundryvtt
Thanks for the response - I feel the same way really. It's a nice feature but one of my players in particular has already gotten in trouble with enemies a few times by running her token off super excited. I think adding TOO MANY video game-esque elements can cause more trouble than they're worth!
Hey man, you mentioned that you'd spoken about why you switched from top down tokens before and I'm interested to hear your thoughts - can't find the video though, could you link it or let me know what it's called?
The useful information relevant to the name of the video starts at 7:00 I swear to god, if you care at all about viewcount, cut the information to bare minimum, and don't explain how token images work in the video on lighting, or why you have to split vid in two
Hi Darryl, thanks for your feedback. I actually don't care about viewer count in the slightest. I'm making these for a specific community at request, and sharing them on here as a by-product. I will often add in additional information that I feel is relevant to the broader subject, especially if it isn't something that would warrant a whole video for itself. As for the small talk, I'm afraid that's simply my delivery style. I totally respect that you might not like it, and if that's the case would encourage you to instead refer to one of the countless other, far more skilled uploaders working on Foundry. Take care :)
same. I'm actually trying to find how to set it up the way it's supposed to be, not some homebrew stuff. For some reason if I set both dim and bright vision to 0, the character remains blind even in complete daylight. I can't seem to make it so they can see perfectly in bright light but absolutely 0 in darkness.
Video starts at 6:50
Jesus..
Hi! Thanks for the video! By the way, a lightly obscured area (such as dim light) causes disadvantage to sight-based Perception checks and not attack rolls. A heavily obscured area (such as darkness) gives the blinded condition which causes disadvantages on attack rolls and automatic failure on sight-based Perception checks.
Fantastic video ! And thanks a lot for the shoutout and the time you put into making these videos !
Ive learned a lot from part 1 and 2 and I cant recommend your channel enough.
Cheers from France !
great video! can you do a video on animated spell effects with templates?
Thanks friend! I've already covered that :
ruclips.net/video/1SP_pS2Ujjc/видео.html
And referenced it again recently in a more updated video specifically about attacks:
ruclips.net/video/nB2qY5nctrg/видео.html
In roll20 it was a bit difficult rotating characters so i never really used the cone effect for lighting. Grabbing the anchor would sometimes grab the token instead. I likely still wouldnt use it since my players tend to me fast pace so having to rotate all the time may be cumbersome.. but it does sound fun for like a dungeon crawl with traps and monsters that can fade through walls in foundryvtt
Thanks for the response - I feel the same way really. It's a nice feature but one of my players in particular has already gotten in trouble with enemies a few times by running her token off super excited. I think adding TOO MANY video game-esque elements can cause more trouble than they're worth!
@@Harrison_stream Totally agree with this one, it's tempting to install a hell lot of modules but one must not forget : This is not Super Marios Bros.
Great video! Have you seen the Conditional vision module? It is really cool works great
Hey man, you mentioned that you'd spoken about why you switched from top down tokens before and I'm interested to hear your thoughts - can't find the video though, could you link it or let me know what it's called?
The useful information relevant to the name of the video starts at 7:00
I swear to god, if you care at all about viewcount, cut the information to bare minimum, and don't explain how token images work in the video on lighting, or why you have to split vid in two
Hi Darryl, thanks for your feedback.
I actually don't care about viewer count in the slightest. I'm making these for a specific community at request, and sharing them on here as a by-product. I will often add in additional information that I feel is relevant to the broader subject, especially if it isn't something that would warrant a whole video for itself.
As for the small talk, I'm afraid that's simply my delivery style. I totally respect that you might not like it, and if that's the case would encourage you to instead refer to one of the countless other, far more skilled uploaders working on Foundry. Take care :)
@@Harrison_stream Personally I liked the explanation of how token images work. Keep up the good work!
Dim light only gives disadvantage on perception checks
Thanks for the correction!
get to the point
Well this was a total waste of my time.
And yet now here you are wasting more of your time commenting, and that of everyone else who reads your comment.
@@bryan__m Nah, it was time well spent.
@@jackeldridge4225 I agree, it was a good video.
same. I'm actually trying to find how to set it up the way it's supposed to be, not some homebrew stuff. For some reason if I set both dim and bright vision to 0, the character remains blind even in complete daylight. I can't seem to make it so they can see perfectly in bright light but absolutely 0 in darkness.
@@fisher00769 Seriously, Foundry seems purposefully obtuse and backwards with the very basics of vision. It's absolutely astounding how bizarre it is.