Difference between revisions of "Misc Tips and Tricks"
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Stephen D. (Talk | contribs) (→Dynamic Lighting) |
Stephen D. (Talk | contribs) (→Dynamic Lighting) |
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== Dynamic Lighting == | == Dynamic Lighting == | ||
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+ | * Use a bright color for your dynamic lighting lines. They'll be much easier to see. | ||
* To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light* | * To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light* | ||
* To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it. | * To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it. | ||
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+ | * To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map. | ||
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+ | * To make it easy to fix errors. Make separate dynamic lighting segments for each room. (ie: Don't try and make one super long polygon shape around everything.) | ||
== Annotating Maps == | == Annotating Maps == |
Revision as of 08:13, 3 August 2016
Contents |
Misc Tips and Tricks
Character Sheets
- To allow all players to see each others character sheets, but not to see "through each other's eyes" for dynamic lighting, make a copy of each character sheet and give edit privileges to all players.
Dynamic Lighting
- Use a bright color for your dynamic lighting lines. They'll be much easier to see.
- To simulate the glint of light off reflective surfaces, like metal, or animal eyes, give your monster tokens 1' of light with *all players see light*
- To allow players to see doors, pillars or rooftops while still blocking vision past the object, use the dynamic lighting polygon tool to draw an X through the object instead of going around it.
- To make sure you can select doors later, draw their dynamic lighting line in a different color. Also, include a handle (shaped like a hockey stick) extending outside of the map.
- To make it easy to fix errors. Make separate dynamic lighting segments for each room. (ie: Don't try and make one super long polygon shape around everything.)
Annotating Maps
- An easy way to add notes to a map is by placing tokens on the GM layer. Grab free tokens from game-icons.net. Use the title for essential info and the notes for detailed info.
NPCs, Monsters and Mobs
- A quick and dirty way to add NPCs: Create a token macro to output the text of the red bar: "@{selected|Bar3}" and put their attack roll in the red bubble. eg: "[[1d20+5]] to hit [[2d6]] damage"