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

How to have 1 player see an enemy token and the other doesn't?

I'm setting up a scenario where my PCs are separated and are going to be ambushed by multiple enemies. I have placed "suspected" markers to show where the enemies might be hiding and having them roll perception to find them. But I want only say Player 1 to see that Enemy Token A and player 2 see another Enemy Token B. It seems like they can see all the enemy tokens. Can I specifically make a specific player see a specific token? I want to create a kind of chaotic battlefield on the map.
Just to make sure, do you want the players to see the same area, but see different tokens in that area, or are the players seeing everything all players are seeing, and you want to prevent that?
1591268902
Oosh
Sheet Author
API Scripter
Are you using dynamic lighting with enforced LOS?
Krig said: Just to make sure, do you want the players to see the same area, but see different tokens in that area, or are the players seeing everything all players are seeing, and you want to prevent that? Yeap, they are within the same area. I would like them to see different tokens because not everyone knows the enemy is there. Maybe Player 1 could see it but player 2 can't because he failed his perception roll.
Oosh said: Are you using dynamic lighting with enforced LOS? Ah, it's not so much as that. What I want to do is to have different players seeing different things in the same area. Think of it like, maybe one of them is hallucinating and seeing a token but the others don't.
1591271654
David M.
Pro
API Scripter
As far as I know, there is no way to do this exactly as you are asking, where only some players see the actual tokens of some enemies. Lots of folks have asked about this feature on the forums. I'm going to assume you don't want to just whisper the location to the players, so here's a possible workaround: 1) Use the "Invisible Token" trick, where you use a token whose image is a 70x70px transparent gif with an Aura1 set to 1. Set the "Controlled by" property of the token to those players that can see the enemy, and ensure that the "See" property of Aura1 is not checked, so is not visible to players that can't "control" it. If players lose sight of the enemy, I believe removing their control rights would make invisible again. You could use different aura colors to represent different enemies. Advantage is it gives the selective visibility you want, and the tokens stay on the map and can be moved if the enemies move.    Disadvantage is the players don't see what the actual enemy token looks like, and you 'd have to trust your players not to move the invisible token around since they have control access. Plus, you'd be managing two tokens for each enemy if they are moving all around the map or if there are a lot of them, which may be tedious. YMMV.   2) If you want to show the the players what each enemy looks like, you could create handouts with a picture and update the "In Player's Journals" property of each. The fastest way to do this is to drag an unassigned handout onto the players avatar (it will highlight yellow when ready to receive), which will place it in that character's journal and simultaneously show it on their screen immediately. I know not exactly what you wanted but hopefully gives you some ideas! 
David M. said: As far as I know, there is no way to do this exactly as you are asking, where only some players see the actual tokens of some enemies. Lots of folks have asked about this feature on the forums. I'm going to assume you don't want to just whisper the location to the players, so here's a possible workaround: 1) Use the "Invisible Token" trick, where you use a token whose image is a 70x70px transparent gif with an Aura1 set to 1. Set the "Controlled by" property of the token to those players that can see the enemy, and ensure that the "See" property of Aura1 is not checked, so is not visible to players that can't "control" it. If players lose sight of the enemy, I believe removing their control rights would make invisible again. You could use different aura colors to represent different enemies. Advantage is it gives the selective visibility you want, and the tokens stay on the map and can be moved if the enemies move.    Disadvantage is the players don't see what the actual enemy token looks like, and you 'd have to trust your players not to move the invisible token around since they have control access. Plus, you'd be managing two tokens for each enemy if they are moving all around the map or if there are a lot of them, which may be tedious. YMMV.   2) If you want to show the the players what each enemy looks like, you could create handouts with a picture and update the "In Player's Journals" property of each. The fastest way to do this is to drag an unassigned handout onto the players avatar (it will highlight yellow when ready to receive), which will place it in that character's journal and simultaneously show it on their screen immediately. I know not exactly what you wanted but hopefully gives you some ideas!  That could work. I'll give that a go. Thank you David. :)