Have a look at the images above and below - particularly Figure 2 below. I had to re-read your question Gauss, From what I can tell, you are expecting that if a character is carrying a light source, then he/she has a separate token, a torch say, to indicate the fact. Thus the torch token emitting the light is the token that has "Emits Light" turned on with a specific radius and visible to all players. Then, a character who has Lowlight Vision or Darkvision has their token "Emits Light" turned on with a specific radius and NOT visible to all players. I generally use the practice that the PC token emits light if they are carrying a torch. I don't use grouped tokens because of the numerous non-standard practices involved. See <a href="https://app.roll20.net/forum/post/150556/nested-tokens/#post-163908" rel="nofollow">https://app.roll20.net/forum/post/150556/nested-tokens/#post-163908</a> for more information. A character who has Lowlight Vision or Darkvision needs to have separate options other than "Emits Light" for their token. These concepts are not the same and using the program as suggested, as a method to get it to "work", breaks the intuitive use of the program. See my post for other concerns regarding Unifying the UI in the Suggestions & Ideas forum section. Vision Issues As I Currently See Them Figure 1: Line of Sight Issue - Kaldaros has Lowlight Vision being a Dwarf, his token has "Emits Light" turned on and NOT visible to all players . Bran Littlefoot's torch illuminates the room on the other side of the wall of Kaldaros. Kaldaros is not supposed to be able to see the goblin present in the dim light. Figure 2: Lowlight Vision vs Darkvision Issue - the same Kaldaros as above is in an area where there is no sources of light whatsoever. Even though he has Lowlight Vision, Kaldaros should not be able to see the goblin token in total darkness. Figure 3: Revised Edit Token Window - Additional Vision Properties added under the "Emits Light" section - a Vision Radius value box may be needed. Darkvision would ignore lighting conditions all together - there would be no Fog of War (other than what the GM wants to be kept unseen), just Line-of-Sight obstructions. Lowlight Vision would ignore lighting conditions only if a nearby token is emitting light - again, there would be no Fog of War, just Line-of-Sight obstructions.