Not only did I forget ethereal walls were a thing, I had *_NO IDEA_* you could just delete the walls afterwards! 😅 This is why I love this channel. Always learn something every video. Guaranteed.
You got me going with that region by grid option. I thought I could maybe make traps that way using this and build a bonus, considering it's square by square. Ended up realising monks tiles worked much better for the triggers, but they overlap well with the regions for difficult terrain. Or a "loose rock" while climbing by forcing a Dexterity check. Teleporting them back to the bottom is an added bonus, making them take a d6 damage and start all over again! This Halloween one shot I'm making up is gonna get me hated, I think! 😬 I'm going ham with the traps and twists.
Regions do work as those Triggers, but you then have to do a fair bit of macro writing to get the actions you want - and Monk's already done that for us in most cases. I
I checked this module yesterday and added to my "might test" list, and now you're covering it, talk about coincidence! It seems a great alternative for terrain, especially since I keep forgetting it as a DM, with a bit of prep it's all done. Great video!
There comes a point where you massively over-prep. I like this one, but I think it'll be a specific-uses sort of thing. Like adventures/campaigns where there's a lot of terrain to worry about.
Maybe use terrain walls to block off parts that would be too thin for the region to work in?? Could just be a more steep part of the cliff. It's still climbable, but with an athletics check or something instead? And the DM doesn’t have to micromanage every player, but has the ability to manage that whenever it pops up. Idk. I've been playing with Terrain Mapper for a little bit, trying to get it to work properly. That's what I've been going with.
I totally hear your comments on micromanaging. I hate it - I wouldn't be using Terrain Mapper quite like this in actual games. I'd be describing that cliff and telling the players that it's crumbling and slick from the recent rain - it's climbable, but you'll need a DC10 to get up there in a single turn.
Problem with doing a tier list is that my own personal list would change for every adventure campaign. And as every game and group are so different, it does become a bit meaningless. I've covered plenty of modules that I just won't ever use, but it might be an A-tier for you.
After using "Set Terrain" at 12:49, in the behavior part you go to the drop down and choose difficult terrain. Everything worked until that for me, but my drop-down is empty for some reason? Any ideas why? (I am using pf2e instead of DnD)
Urgh. That sucks. You may need to jump on Discord - caewok has a sub-section for his mods on the Posney's Foundry Automation server. It's a hugely helpful community that very possibly can answer your issue.
Drag ruler was designed to work with Terrain Ruler - except Terrain Ruler dropped out and is still V10! So not surprising there's compatibility issues. I stopped using Drag Ruler when I jumped to V12 because it had a number of little issues with compatibility. But V13 will have it's own Drag Ruler built in! Which will be a cool QOL feature.
@@clay_golem Yes! Can't wait for V13. It has a lot of nice QoL features. I tried Elevation Ruler just now and it does work with Terrain Mapper. (fyi don't use Drag ruler and Elevation ruler at the same time)
Hey Claygolem, I'm looking for a way to see people on and under a cliff and be able to attack them with ranged combat without the players being able to just run up the cliff. I can't do that with walls. Either the players can climb over the walls or the attack is blocked. Can this be adjusted with Terrain Mapper?
Hmmm.... interesting problem. The only way I can see right now is using Monk's Active Tile Triggers. Place a tile at the point you want to block. Using the Move action so that when a token enters or moves in the tile, it moves them back to the point at the bottom of the cliff. Only problem is that you can only define 1 destination to move to, and not "move 1 square south" which would be perfect. So if you've got a long cliff, you'd want a lot of tiles doing this, all along the cliff.
@@clay_golem When you use it to define a plateau/ramp now, the elevation cycles you to - 65000 then resets to zero. Not sure if it's isolated to one system or not, haven't had a chance to test it.
@@clay_golem So, I figured out how to fix it. Wanted to post this here just in case anyone else was having an issue (posted on the Github issue page as well). If you get the error I was getting after updating the module, you have to redraw the region. After I redrew the areas, everything is working fine again.
Not only did I forget ethereal walls were a thing, I had *_NO IDEA_* you could just delete the walls afterwards! 😅
This is why I love this channel. Always learn something every video. Guaranteed.
You got me going with that region by grid option. I thought I could maybe make traps that way using this and build a bonus, considering it's square by square.
Ended up realising monks tiles worked much better for the triggers, but they overlap well with the regions for difficult terrain. Or a "loose rock" while climbing by forcing a Dexterity check. Teleporting them back to the bottom is an added bonus, making them take a d6 damage and start all over again!
This Halloween one shot I'm making up is gonna get me hated, I think! 😬
I'm going ham with the traps and twists.
Regions do work as those Triggers, but you then have to do a fair bit of macro writing to get the actions you want - and Monk's already done that for us in most cases. I
REGIONS, let’s go. Happy to learn a little more as I grind my work! Thanks for all you do playing with Foudnry V12… so I dont have to! 😊
I checked this module yesterday and added to my "might test" list, and now you're covering it, talk about coincidence! It seems a great alternative for terrain, especially since I keep forgetting it as a DM, with a bit of prep it's all done. Great video!
There comes a point where you massively over-prep. I like this one, but I think it'll be a specific-uses sort of thing. Like adventures/campaigns where there's a lot of terrain to worry about.
@@clay_golem For sure! Definitely wont be using in all maps, but it's nice to be able to plan ahead when you know It might be useful.
Maybe use terrain walls to block off parts that would be too thin for the region to work in??
Could just be a more steep part of the cliff. It's still climbable, but with an athletics check or something instead? And the DM doesn’t have to micromanage every player, but has the ability to manage that whenever it pops up.
Idk. I've been playing with Terrain Mapper for a little bit, trying to get it to work properly. That's what I've been going with.
I totally hear your comments on micromanaging. I hate it - I wouldn't be using Terrain Mapper quite like this in actual games. I'd be describing that cliff and telling the players that it's crumbling and slick from the recent rain - it's climbable, but you'll need a DC10 to get up there in a single turn.
you are amazing! You're a constant source of module teaching. You should do a 'module tier list' video!
Problem with doing a tier list is that my own personal list would change for every adventure campaign. And as every game and group are so different, it does become a bit meaningless. I've covered plenty of modules that I just won't ever use, but it might be an A-tier for you.
Hi Claygolem. What a nice add on
Fantastic as always, added a new tool to the old Foundry Belt.
After using "Set Terrain" at 12:49, in the behavior part you go to the drop down and choose difficult terrain.
Everything worked until that for me, but my drop-down is empty for some reason?
Any ideas why?
(I am using pf2e instead of DnD)
Urgh. That sucks. You may need to jump on Discord - caewok has a sub-section for his mods on the Posney's Foundry Automation server. It's a hugely helpful community that very possibly can answer your issue.
Hey, did you find the cause of this? I'm experiencing it too.
I tried to use this. Doesn't work very well with drag ruler unfortunately.
Drag ruler was designed to work with Terrain Ruler - except Terrain Ruler dropped out and is still V10! So not surprising there's compatibility issues. I stopped using Drag Ruler when I jumped to V12 because it had a number of little issues with compatibility.
But V13 will have it's own Drag Ruler built in! Which will be a cool QOL feature.
@@clay_golem Yes! Can't wait for V13. It has a lot of nice QoL features. I tried Elevation Ruler just now and it does work with Terrain Mapper. (fyi don't use Drag ruler and Elevation ruler at the same time)
@@deserteagle_50248 Most people I've heard talk about rulers have ditched Drag Ruler completely, and use Elevation Ruler only.
Hey Claygolem, I'm looking for a way to see people on and under a cliff and be able to attack them with ranged combat without the players being able to just run up the cliff. I can't do that with walls. Either the players can climb over the walls or the attack is blocked. Can this be adjusted with Terrain Mapper?
Hmmm.... interesting problem. The only way I can see right now is using Monk's Active Tile Triggers.
Place a tile at the point you want to block. Using the Move action so that when a token enters or moves in the tile, it moves them back to the point at the bottom of the cliff.
Only problem is that you can only define 1 destination to move to, and not "move 1 square south" which would be perfect. So if you've got a long cliff, you'd want a lot of tiles doing this, all along the cliff.
I use this. It is fantastic...until it broke.
Oh no. Broke in what way?
@@clay_golem When you use it to define a plateau/ramp now, the elevation cycles you to - 65000 then resets to zero. Not sure if it's isolated to one system or not, haven't had a chance to test it.
@@xavier71a Well that sounds pants. I hope it's been fixed.
@@clay_golem So, I figured out how to fix it. Wanted to post this here just in case anyone else was having an issue (posted on the Github issue page as well). If you get the error I was getting after updating the module, you have to redraw the region.
After I redrew the areas, everything is working fine again.