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Giving tokens on the map layer line of sight?

I have a ton of things on the map layer (over twenty, eventually) that need to provide the players with line of sight in dynamic lighting. It doesn't make sense for these to be tokens, because they will never ever move and plenty of tokens will move over top of them. Even if I set them as "has sight" and "all players can see light" with a distance of 10ft and controlled by all players, when they go to the map layer, they no longer provide sight. For now I've put down barely visible "vision tokens" on certain spaces, but I'm getting a lot of complaints about how easily it "breaks" and the players can't see things they should...especially if my co-DM clicks the wrong thing. This is the specific use case I'm trying for. They're on a big kingdom-building map that basically follows Civilization V rules, simplified for tabletop. The "buildings" on the map need to provide line of sight despite there being big black "walls" between them (the telescope, representing a "Scout" military unit on the token layer) and the buildings themselves. (I'm working on making the walls easier to see in general.) The buildings should be able to be added and removed, but they don't need to move around. If they're on the token layer, I end up picking them up by accident all the time. If they're on the map layer, they don't provide a visual on the players' conquered territory.
1551062702

Edited 1551062818
Kirsty
Pro
Sheet Author
Hey G M.! Someone else will probably be by with a better solution (I'm looking at you, Keith Curtis!) but if it were me, I'd set things up the following way: I'd put the city tokens on the map layer - T.B.H I'd probably put them onto the map in photoshop so that my game wasn't loading a pile of assets. Then I'd have a token that I'd put on the dynamic lighting layer to shine a light on the area that I want visible. You'll need to make the light visible to all players, but they don't need control over the token. And no one will accidentally move the light source unless they're on the dynamic lighting layer.  Edit: I hope that makes sense. I'm really tired and I don't think I explained it well. I'll check back in the morning and give a better explanation if necessary.
1553405901

Edited 1553405998
Oh, do tokens on the dynamic lighting layer actually shed light visible to players? I thought that layer was just for drawing walls and obstructions! That will help immensely. It will likely solve my problem here. Thank you! I'll try it and see if it works. I'd rather not put the city tokens on the map in photoshop because they are not static during the game. The actual city parts change from turn to turn based on whether an army attacks a space or whether a new building goes up. Whole city tiles can be created, destroyed, or changed in color in a matter of minutes. Going into photoshop every combat round would get pretty ridiculous as opposed to just sticking a token on the map. I hope that makes more sense. If I can put invisible/barely visible light tokens on the dynamic lighting layer that'll be great.