Workarounds I've tried:
- 'Shrinking' the VBL layer into the wall a bit (Exposes too much vision behind corners, pretty time consuming)
- Using diagonal lines on corners so corner vision is effectively blocked while revealing the art, (Resulting vision effects looks distracting to players, players can sometimes move into illegal spaces, and can be even more time consuming)
- Manually exposing FOW over VBL areas after players explore the area (fiddly, distracting, slows down play)
- Using Tokens with VBL for some VBL blocked art like statues and pillars (Helps, but again is time consuming)
Screenshots demonstrating the issue and workarounds
Suggested Solution: Have a setting to reveal the Fog of War into a VBL area a set distance past its boundary (but never reveal past its far edge). I think that it would improve the player experience on maps that work well with the feature.
- The distance could be based on the grid size or another predictable unit of measure. I used roughly 40% of a grid square below.
- The setting would be per-map.
- Tapering the revealed area at the far edge of the visible VBL boundaries could enhance the look while exploring (Examples 1&2 below)
- A Gradient effect to black from the VBL boundary could make it look more natural and less chunky (Examples 2&4 below)
Screenshot of how the suggestion may look
Key:
- Reveal FOW through VBL up to 2/5 a square. Tapered at far edge of boundary. No gradient.
- Reveal FOW through VBL up to 2/5 a square. Tapered at far edge of boundary. Gradient to black.
- Reveal FOW through VBL up to 2/5 a square. No taper or gradient.
- Reveal FOW through VBL up to 2/5 a square. No taper. Gradient to black.
Possible issues with my solution:
- The biggest issue is that Players can surmise information about some maps if they can see into the walls a bit, such as secret doors, etc. I think this can be solved by the GM with object tokens that match the wall texture, by using minimum-width VBL lines in dungeons or rooms where the current 'blackout' approach to VBL is important. Some GMs may worry that any inconsistency in the FOW exposure of walls would be interpreted as a clue to players. (The feature would be optional per map)
- I worry the feature could slow down maptool, especially the edge-tapering and gradient effects (These feature could be skipped!)
- Gradients might not be reasonable since I think FOW is all-or-nothing right now. (This feature could be skipped!)
- Biggest issue of course: nobody who is capable of implementing the solution cares about this problem/has the time to commit. I don't really know what math is required to expose FOW under VBL a set distance, but I've managed to compile maptool and commit to NERPs once - if someone could set me in the right direction/mentor me a little bit I might be able to figure it out!