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Vision at different vertical heights

Hi (first time poster), So I've been playing a D&D campaign on roll20 and have been loving it. I also really like the new vision feature. However, I'm having trouble efficiently changing vision based on where characters are. For example, when a character is behind a wall, the wall blocks his line of sight. However, once the character climbs on top of the wall, he can see pass the wall. In my campaign settings, once the character is on the wall, his vision is still blocked by the wall. The wall is a square wide and has vision blocking traced around it. Any suggestions.?
Two methods spring to mind, the easy way or the harder but better looking way. I've illustrated below. Use X shaped dynamic lighting lines on each square (represented by the pink lines, these are typically easier to draw since you can hold shift to lock to the grid). The prettier version is to use a single straight line aligned to the exact centre of the grid (has to be pixel perfect, I find it easiest to use shift to get a prfectly straight line along the edge of the wall and then use Alt+Arrows to move it to the middle).
Thanks!
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Cool trick Pringle. I'm stealing that one. Just a thought, this method doesn't entirely work if "Restrict Movement" is also enabled. I only mention this because token movement isn't restricted for the GM, so it is easy to forget that player's will not be able to pass your dynamic lighting barriers. CTRL+L on a token is a great tool to use when designing to "see" and experience your barriers as that token.
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Arjun N. said: Hi (first time poster), So I've been playing a D&D campaign on roll20 and have been loving it. I also really like the new vision feature. However, I'm having trouble efficiently changing vision based on where characters are. For example, when a character is behind a wall, the wall blocks his line of sight. However, once the character climbs on top of the wall, he can see pass the wall. In my campaign settings, once the character is on the wall, his vision is still blocked by the wall. The wall is a square wide and has vision blocking traced around it. Any suggestions.? Although it's a hassle, you could "adjust" or draw new dynamic lines while in-game as a player moves into a "unique" lighting and/or vision position. e.g. If a player hops up on a wall, move the DL line away from the wall to more closely match what they can actually see. Not an optimal solution...
I have so many dynamic lighting lines that this trick would be difficult to do, but cute nonetheless.