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

PF Playtest Low Light Vision (Dynamic Lighting)

Any ideas on how to get Low Light Vision to work with Dynamic Lighting. The way it works is that unlike Darkvision, Low Light Vision sees in Dim light as if it was Bright light, no vision in darkness. Any way to get this to work with Roll20 Dynamic Lighting. So far I have found that like the multiplier for range there should be one for intensity (they seem to have this working with overlapping light sources of dim light).
1533673956
Scott C.
Forum Champion
Sheet Author
API Scripter
Compendium Curator
In the token's light settings is a light multiplier, simply enter "2" for that.
I have tried that. But testing implies this simply multiplies the range of an already existing light source. It does not do anything to the "strength" of said light source. AFAIK there are three levels of light in Roll20: Darkness, Dim Light, Bright Light. I'd like the vision of a character to improve Dim to Bright, but see nothing in darkness.
i think you need to need to set up the light sources - in the playtest the Torch gives 20ft Bright (no mention of any dim radius unlike 1e) and a candle gives 5ft dim.  try this (what i use is PF1e) player with Darkvision 60 0  (players can see light-OFF) player with low light - 2x multiplier Torch token 40 20 (players can see light-ON) candle token 5 0 (players can see light-ON)
Dynamic lighting's dim light doesn't work the same as the Pathfinder rules, adjusting the multiplier just amplifies the bright light and dim light range where objects and creatures still display in an area of dim light despite a creature not being able to see in dim light conditions. To work around this, you basically have to match the emit light value with the light degrades to dim value and adjust the multiplier for low light and dark vision creatures e.g. Torch - emits light 20, 20 (players can see light-on) Low light vision character - multiplier x2 Dark vision character - emits light 60ft, 60ft (players can see light-off), multiplier x2. Adjust the range of the light emitting source and dark vision range as necessary for the given creature, spell or object. This should work for everything unless the range from dim light to darkness does not match the range of bright light emitted in which case the multiplier will produce an incorrect dim light view. This setup also has the downside of not receiving the graphical representation of light dimming on the map if you care for that sort of thing. Alternatively you can keep the lighting emitting values as they should be and then just half the multiplier for creatures that can't see in dim light or darkness e.g. Torch - emits light 40, 20 and (players can see light-on) No special vision character - multiplier x0.5 Low light vision character - multiplier x1 Dark vision character - emits light 60, 60 (players can see light-off) and multiplier x1. This will correctly display objects and creatures for the vision of the creature and maintain the graphical effect of dimming light.