I was wondering if it's intentional/critical to MT that the end of a light's radius results in the same mechanic as VBL/MBL in terms of a character without a light source and pathfinding. Reason I'm wondering is because if a character without a light source can see a light ahead, and is moving from one lighted area to another without walls or anything in-between, they're still unable to do so if they leave the current light's radius. I feel like a character should be able to just keep walking the direction they were already headed, and as long as they don't actually hit an obstacle or terrain barrier, they should be able to keep moving.
I attached a screenshot where the character just wants to cross the room, and there's nothing blocking them that is in the "dark" section, but pathfinding/distance stops at the dark area as if they've actually crossed a wall. Just wondering about the intent/mechanics behind the idea.
Thanks!
#Light Range Resulting in Vision/Path Blocking Blocking
1 messages · Page 1 of 1 (latest)
I feel like lighting is seriously messed up in MT. I do realize though, that it may not be easy or even possible to fix in a way that is realistic.
It's not lighting per se, it is the fact that there is fog of war that means the characters / players have no idea what is there. There could be an obstacle, there could not be.
In a one-room case it might seem fine to just allow the tokens to pathfind through fog of war if there are no obstacles. But in a larger case like a full dungeon map, if it weren't for this restriction players can sometimes determine the layout of the dungeon they haven't yet explored just by seeing where the pathfinding lets them go.
An option you have as a GM is to use the "Expose" tools in the toolbar to reveal the fog of war in the room. In its place would be left "soft FoW" which players can see and tokens can pathfind through, even though the characters can't truly see in these areas.
The trouble is mostly that game-mechanical lighting isn't usually realistic. So there's always a give-and-take between what the mechanics warrant vs what we as humans want to see and consider reasonable.
That said, of course there's still lots of room for improvement in how we handle lighting.
I like the sound of this suggestion and will give it a go. Thanks!