Roll20 uses cookies to improve your experience on our site. Cookies enable you to enjoy certain features, social sharing functionality, and tailor message and display ads to your interests on our site and others. They also help us understand how our site is being used. By continuing to use our site, you consent to our use of cookies. Update your cookie preferences .
×
Create a free account

Dynamic lighting for races with two types of vision

I have a player who is playing a fetchling. It has both Darkvision and Low light vision. How do i work that out with dynamic lighting. Thanks for the help.
1476135888
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
What system are you playing? For Pathfinder it would be: emits bright light to X ft (dim start X ft) vision modifier = 2.0 all players see light = off.
Keep in mind that this is just off the top of my head, but it should at least give you a quick version to mess around with.  It works best if you set a token to be a light source for the fetchling rather than just having them emit light if they're carrying a torch. Click the token, click the Edit Token gear, and go to the Advanced tab.  On the right in the "Emits Light" section, check "Has Sight", and set the multiplier to whatever the "sees (this many times) better than humans in low light" value is: 2 for elves, 3 or 4 for dragons, etc.  Then divide the distance of the fetchling's darkvision by the multiplier you set and put this value in the Light Radius box.  If it's standard low-light vision (2x) enter half the range.  For the middle box set it to whatever you want.  I usually have 60 darkvision dim at 59 feet, but that's personal preference. Start with the same value as the Light Radius, and make it slightly smaller if you want a dim effect at the edges. Don't check "All players see light" because no one else can see through their darkvision. Assuming regular low-light vision for double range, and 60' darkvision, you end up with 30 ft. Light Radius, 29.5 foot Start of Dim, All Players See Light un checked, and Has Sight checked, with the multiplier set to 2.  The multiplier doubles the values you set for Light Radius and Start of Dim, so those become 60 ft. darkvision with a 59 ft. dim radius.  It also doubles the range of any other light sources to account for low-light vision. If you drop a torch token onto the map and set it for 40' light radius and 20' start of dim (D&D 3.5 standard: 20' bright light, dim light out for 20' more), and check "All Players See Light", you'll see that your fetchling token sees 40' of bright light and 40' more of dim light from the torch, while maintaining their 60' darkvision.  To test what the Fetchling sees, click the token and hit CTRL+L. Hope this helps!
Thanks guys this helps a lot. But here is another question. If an Elf just has the vision modifier set to 2 but has no brightness set and than i  give them a normal torch token will the game automatically adjust the elf vision so that the torches light is increased or should i just give them a   light source of 40 and a dimness of 80? Thanks for the help. And i am playing Pathfinder sorry i didnt mention that earlier.
1476141225
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
the multiplier multiplies all light sources
Sweet thanks