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portcullis and balcony stops

is there anyway to stop a roaming character other than the dynamic lighting doors ? for instance a Portcullis should act as a door, but you should be able to see through it. also if you have an upper balcony  the same should apply , players can see it but can only get up to the actual floor of the balcony  by using the stairs to it.
No, sorry, if there is a one pixel gap and the player presses alt they can slip through it. There is a suggestion to have transparent walls in the suggestion forum. You can do a solid wall and then make a token that has vision and is controlled by all players set on the other side of the wall as a work around. just make your porticullis thick and draw a very thin D.L. line through it and place a camera on the other side, the camera can be any token, I like to use something innocuous, like a scrap of crumpled paper. BTW, I also use scraps of paper in the street for city scenes with thief skills attached to them, they just come up missing something if it is successful, if the roll fails, I place a "thief" token on the VTT for them to interact with.
The usual suggested method I see posted is to create Dynamic Lighting "Bars" that the players can see through the gaps but not easily pass through them without a lot of jiggling.  It's not perfect, but most players respect those boundaries if they're clear. If they don't, that's more of a social issue and not something a technical solution will really resolve.
ok , thanks for the responses. I willl try the, bars on the dynamic lighting
There is also the idea of barring access with a solid DL line and then placing a light producing token in the other room with the Controlled By: set to "All Players"  so that all players can see into the room, but no characters can pass through the door.  In the picture there is a solid DL line representing the portcullis.  The player on the right can see beyond the portcullis into the guard area, but cannot pass through the barred entrance.  The torch is casting the light and is set to be controlled by all players.
I didn't think about using a torch , I used a little rock but now I am thinking of changing it to a torch , thanks.
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Ziechael
Forum Champion
Sheet Author
API Scripter
This is the same method i've been known to use in the past, however it is worth noting that you can't give them control of the 'light' token until they would be able to see it otherwise they will have full visibility of that area from the start, I tend to have a journal set up with a token which has the torch (or some other innocuous looking thing... or even a completely invisible token with a GM only aura) with the right light settings as the default token. That way I can quickly drag and drop a player controlled/viewable light source whenever I need one (windows, portcullis', impassable cliff edges etc etc. 
I put three small rocks and one torch as something that can give my players sight beyond a dynamic lighting door or wall , then I put them on the gm layer untill  the pcs get to a point where they should see beyond the portcullis etc and then I will  activate it by bringing it up to the token layer. so in a way is similar to the drag and drop idea.or I guess its more related to your mention of giving them access when they can view it  Ziechael.
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Edited 1450988541
Ziechael
Forum Champion
Sheet Author
API Scripter
The GM layer is a great option for preventing pre-cognisance :) The reason i tend to use invisible tokens with a tiny GM only aura is so that i can place them just the other side of the obstruction in the place where the players sight would originate from, that helps to maintain the illusion of their field of sight continuing past the DL line.