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Token Enhancements - Invisibility & Transparency, Tracker/Chat interactions, Size-lock, In-layer lock, and Inititive button

When DMing, I sometimes have problems when I import a 'monster' token from the compendiums. It creates a generic 'orc' or 'commoner'. When utilizing the token, without adding API scripts, mods, or entering into the 'monster' sheet to change it, it shows up in Turn Tracker (if visibility is active). Worse, in Chat the creature reveals what it is to players, even if only through the token Icon, (which experienced players recognize on sight) removing a lot of the mystique of having a 'new creature' , NPC, etc. in the room without having to do a LOT of mechanical pre-prep, which slows storytelling time. "Oh geez, we have a VAMPIRE!" GM: "No, no .. I was just using that token because he is pale ... really ...". Here are some thoughts to really improve token usability and keep more of the GM's time in storytelling mode and less time-consuming UI/code monkeying-around interface mode: 1)   Easy Naming for Tracker/Chat - Allow a check box next to the Name & Nameplate section in Token Settings that overrides the 'Represents Character' setting that dominates the Turn Tracker and Chat in addition to the token tag at the bottom, so if I want to call 'Orc' by the name "Sholgur Firebreath" it will use that in the token's rolls where characters can see it in real time, rather than having to ALT-click the token, dig into the sheet stat blocks, alter the name and have it applied across all Orcs in the Resources tab. A simple one-click override would be great. For example, characters walk into a pub and begin conversing with a random 'commoner' NPC. As GM, I often find that the NPC character evolves through the course of the event and needs to become 'named' without having to roll an NPC or Character Sheet. I have used the tool tips (thank you for that) some, allowing the players to hover over the token to know it is unique, but that does nothing for Chat effects (attack rolls, skills, etc.). Also, when creating an impromptu encounter, if I am dragging multiple creatures on the page, I have to use an API script (Pro account) to have them differentiate which is which. The script can help auto-number them (Orc1, Orc2), etc. But my creatures have been complaining to me about being treated only as numbers and ignoring their unique personalities. I know ! Monstrous behavior from a DM.With this enhancement, any GM can differentiate the individuals in the mobs. 2) Hide Token from Tracker/Chat - Allow a simple check box to show that name and token (or not) in the Turn Tracker and Chat (separate from the token name at the bottom of the graphic). Or retool the Nameplate checkbox to allow that instead of just displaying it to the GM (or players if 'See' is checked). This way, a DM can preset the name ahead of time and use the check box to display or remove it when desired (hidden token rolls, etc.). I think this can be set in the Game Settings, but when globally applied across all tokens, it becomes cumbersome when you need exceptions. That way, I can roll initiatives for all monsters that may be hiding/stealthed/behind the party view without keying them back and forth between layers. This would also allow me to de-clutter my GM layer with tons of mobs so I can keep DM notes tokens (area numbers with tool tips) handier. I know in chat I can toggle /talktomyself on and off, but that is yet another thing to remember or macro up and if you are dealing with a series of critter rolls, just awkward to do every turn for a creature you want 'hidden' for a certain time. 3) Token Invisibility/Transparency - An 'Invisible' enhancement handled with a simple GM check box would be great. If you REALLY want to score points, a transparency slider would be perfect that also queues the Turn Tracker and Chat box rolls (on/off) at 0% (not visible) to 10% (visible). Instant hides/vanish/portals, ethereal walking, stealth, ghosts, etc. Much like Multi-sided tokens slider. I know you can move tokens from the Token layer (O) to the GM layer (K) to 'hide' them from players, but during storytelling mode, when arrows are flying, blood is spraying, and creatures are seeking a way to flee from the fiery swords, it would be much easier as a GM to click a token 'invisible' that hides both the token AND the Chat/Turn Tracker entry from the players, yet allows the GM to continue to move it on the active token layer rather than the clunkiness of trying to shove one or a number of tokens from layer to layer. If a transparency slider would not work. it would be useful too if the GM can allow players to click 'invisible' (stealth, whatever) that allows you/them to see the token name underneath but shows 'invisible space' making it clear that they are sneaky people. I know you can use Token Marker Sets (head marker) on the token, but stealth/sneak is so often used across so many games, that having one more head medallion and pretending you don't see someone (did they have their towel?) is kinda of lackluster. It would also be cool to use in handling 'dead' creatures. DM can fade them out as they turn their toes up to the daisies. 4 ) Token Size Lock - Another check box for GM's use on the token settings that LOCKS the size not just its location of the token. I know you have done a great job with locking tokens in place, and I really appreciate it. But, I cannot tell you how many times I have 'Pablo Picasso-ed' a token when trying to move it from place to place as a GM. Token sizing is important, but once I have set it where I need it, I prefer not to be stretching my poor goblin creature into a Play-doh version of himself during combat (although he has told me that it has helped work the kinks out of his back from all the time in cold, cramped places). 5) In-layer Token Lock - All too often, the active token winds up stuck behind another and it becomes a pain having to move one off the other, dig in, click 'In Front' every few times it is moved map to map or between layers. If you can set the token to stay "In Front", that would make sure player tokens remain above the dead. Mounts, monsters, player-manipulable items (trap doors), etc. can be set to "To Back" keeping them out of player (AND the GM's way). This might make larger combats a little easier to handle. 6) Initiative Radio Button - Cannot tell you how nice it would be to have an initiative button keyed to the token (away from the others) so I don't have to ALT-Click the token, install an API, or create a macro that clutters an already busy macro ribbon bar to be able to roll this. In short, easier token control in a simple click allows me to stick to the story and less spastic 'wizard behind the curtain', 'just a minute while I fix this', 'pretend you didn't know it was a Terrasque', moments. I know that in some ways, API access helps boost Pro accounts, but now that UDL and storage space are such key boosts for regular GMs, I don't think you would lose paid accounts for these basic changes to functionality. Thanks for all you do, and thanks to those who took time to review (and hopefully up-vote).
Had feedback from a DM that indicated that some of these can be handled by APIs. While I recognize there are some great mods out there that require Pro subscriptions, I still feel that these changes would drastically increase usability (no need to remember even more codes when running a game and pre-game set up) and should be basic enhancements for all accounts. I don't believe these mods would break the Pro account marketplace. Hope you all think so too! Thank you for the suggestions!
1654710570
Kraynic
Pro
Sheet Author
There are some that are already the way things work.&nbsp; 1a) Initiative is tied to tokens, not character sheets.&nbsp; With that being the case, you will get the token name in the tracker, even if it is different than what is on the character sheet. 1b) Getting the token name instead of sheet name in chat output is a function of how the macro is written.&nbsp; Roll buttons on the sheet are simply pre-configured macros.&nbsp; The way things currently are, it would require a sheet author to put some sort of toggle on the sheet that would swap out whether the macro was looking for @{character_name} or @{selected|token_name} for any name output to chat.&nbsp; This is entirely doable now, but would require a switch for that, and every roll button macro code be updated to make use of that switch. It would require the token be selected, but I'm not sure that is a requirement that can be overcome, since you could have 50 (or whatever) different npc tokens linked to one sheet. 3) There is already a suggestion for an option to determine who a token is available to, so you might want to add a vote there.&nbsp; There are api scripts that allow you to do this, but it can also be accomplished by using a transparent token with an aura.&nbsp; Auras are only visible to people that have control of the token, meaning you can leave it on the token layer and only people that control it can see it at all.&nbsp; You could set up your PC tokens as multi-sided tokens with one side being transparent specifically for this purpose. 5) Some changes were made a while back to z-order to keep players from losing their tokens behind other things.&nbsp; Keep in mind that not all will see the same thing, since how z-order is presented will depend on who controls the token, vision settings, and probably other things I am forgetting.&nbsp; Details here: <a href="https://wiki.roll20.net/Token_Z-Ordering" rel="nofollow">https://wiki.roll20.net/Token_Z-Ordering</a> 6) I think one problem with an initiative button like that would be configuring it.&nbsp; Even games that use initiative rolls that are similar to d&amp;d will use different modifiers or attributes, then some use dice pools or cards.&nbsp; And not all editions of d&amp;d even use the same system.&nbsp; How do you envision this working in a system agnostic way?
1656666687
[Deleted]
Pro
Marketplace Creator
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