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Is there a way to simulate moonlight?

I'm wondering if there is a way to create dim light on the map without making torches usless? Pretty much like how you can change the opacity of the map for the gm, is there a way to do this for the players as well? (Sorry for posting this in two forums. I just realized I posted the first one in the wrong one.)
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Pat S.
Forum Champion
Sheet Author
You will probably have to play around with some tokens and set them up to emit light with the dim starting in the negative number.
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Tetsuo
Forum Champion
One option I use is to make a token with a large light radius, put multiple copies of it around the edge of the map, and set the dim light start to -1. This will cover your map in dim light. 
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Edited 1480389320
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
I use a token emitting light on the DL layer to do this. Set the emission to something like Dim Start -5 Light max 400. If you have obstructions, you will need several of them. Gah, Ninja'd not once, but twice ;)
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Edited 1480389893
vÍnce
Pro
Sheet Author
I also like using a token with a large radius(set bigger than the map) colored aura.  Make sure the token properties are set so that players can see the aura. Blue works well for moonlight.
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Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
Vince said: I also like using a token with a large radius(set bigger than the map) colored aura.  Make sure the token properties are set so that players can see the aura. Blue works well for moonlight. Ooh +1
Vince said: I also like using a token with a large radius(set bigger than the map) colored aura.  Make sure the token properties are set so that players can see the aura. Blue works well for moonlight. Nice idea, I will try this. I've used the large radius light token set to a negative number to simulate night, but it hadn't occurred to me to use the Aura setting as well.
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The Aaron
Pro
API Scripter
I like to make the dim part of player light sources much larger than normal. Torch might be bright light to 30', dim to 300' or the like. 
Alright. Thank you everyone. I would have never thought of either of those options. lol
I tried out a mixture of the two ways and both of them together works really well.
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Edited 1480499033
Ziechael
Forum Champion
Sheet Author
API Scripter
For my 2 pence worth, I have a number of overlays with various levels of opacity that I like to put on top of the map layer, these can then have tints applied to them to give my maps a whole range of different effects. Misty, Foggy, Rainy, Smoky... you get the picture. It does limit my ability to make any changes to the map elements but well worth it... after all who doesn't want to explore a misty purple hued Feywild?! For lighting I tend to do as Aaron does for external scenes as lighting from every angle with other tokens just makes the page DL heavy, besides, the players are only ever going to be able to see things in their immediate vicinity :)
I have tried putting the 'light emitting icons' (LEIs) around the edge of the map (Cragmaw Castle, for those that know that one). It actually messed up the system in some way that it needed a DEV person to reset things inside the DB. Now, that may just have been bad luck on my part (or user error, more like!), but I'm not a fan of the LEI approach. I use dynamic lighting to restrict line of sight when they're outside - say at dusk - and having multiple MEIs just did some weird stuff (might try the single *large radius* LEI in the map center for outdoors, but this would not have helped with the castle and it still might not show the shadows right - I'll have to play with it and see). I did post a development request to ask if they could add an 'opacity' slide to the lighting section, so it'd  dim itself down automatically, but not heard if that made the hit list yet. I had not thought of changing the vision setting for the PCs - guess I'll take a D for that one! - but that might provide exactly the right effect though... might need some macro's to change the vision settings quickly and easily. For example, select a token (that's carrying a torch) then the macro sets the vision settings to 40' bright light that everone can see and 400' dim lighting. Then a token to take off the effect... Hmmmmm...