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Dynamic Lighting Lighting Channels

With some systems, there are areas of "low-light" that some creatures can see in and some others cannot. Example: In Pathfinder/3.5e, a human cannot see in low-light normally and an elf can. Because of this, a human can only benefit from the 20 ft bright-light radius of a torch (torches she's bright-light for 20 ft, then low-light for another 20). An elf looking at the same area can see the whole 40 ft radius around a torch. I couldn't find a way on roll20 to implement this. My suggestion is for A) a token having the ability to give off multiple different, independent light radii, B) having these independent light sources able to be assigned to some kind of channel system, and C) tokens be able to only see light sources that are in the channel they have access to. With this system, one could assign, let's say, a torch, with two different light radii: A 20 ft one assigned to channel A and a 40 ft one assigned to channel B. Anyone who benefits from low-light vision would be permitted to see both channels A and B, while those without could be permitted to see only channel A. This would also solve a problem I had with darkvision (the ability to see in the dark that solve races possess, for those unaware). I would, normally, assign a light to that character that only they had permission to see, and that works pretty well... Until they carry a source of light for others. Since a token can only omit one light radius, they couldn't have this improvised darkvision AND carry a light source for others. Let me know if someone has already suggested this. Feedback welcome. (Sidenote: it would be neat of the light could take on a color, and possibly be restricted to a cone of varying degrees similar to sight, but that could be for another time)
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I'd like to say that I did see this thread: &nbsp; <a href="https://app.roll20.net/forum/post/1239598/add-diff" rel="nofollow">https://app.roll20.net/forum/post/1239598/add-diff</a>... But I feel that it is too rigid, as some objects&nbsp;only emit dim light, making the initial light that these multipliers are based off of 0. Example: A room filled with dim light. Those without low light vision world see nothing. I feel my method would handle this better
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