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Dynamic Lighting: Limit vision range/distance/radius per token

Score + 60
So I've seen this posted a couple of times before and it failed to accrue the necessary votes but I think it's a really  versatile feature. What if each token had an option to limit the distance the token can see with Dynamic Lighting? This would enable: Mist/fog/smoke effects reducing visibility ( obscuring mist  and smoke grenades, anyone?) Impaired/reduced vision Blindsight, or other forms of perception only going out to a certain range. Houserules or systems where vision doesn't have a literally unlimited distance Etc I've seen workarounds by not enabling global illumination and giving tokens dark vision, but that only works if all  tokens have the same limitation. Our previous run-ins with smokescreen in D&D/Pathfinder/Shadowrun/Call of Cthulhu effects aside, I've got a player right now whose character is completely blind but has blindsight up to 40 feet. There is, to my understanding, no way to implement this on Roll20 right now--any workarounds for that specific issue are also welcome! In future development, maybe this feature could be enabled within certain areas like an added fog of war function? Step into the fog, vision's reduced. Leave the area, vision's back. That sorta thing. My suggestion right now is primarily focused on the limited sight radius per token.
I support this message
1734188339
Ulti
Pro
Sheet Author
API Scripter
Would really be nice.
+1
Awesome Idea
1734607149
Rondragos
Pro
Sheet Author
Would be a great feature. It could be used for my world maps. I have two games where the players are in a completely new land (for their characters). I've got a large map and a party-token on the world map and it would be cool to have a kind of "explorer mode but with light" - right now they see a little bit around their token and very greyed out what they have discovered, but locations (represented by tokens with tooltips) are only visible if the group is close by.
I'm looking for an option to limit the range of normal vision. My players use torches at night, but adding additional fog to simulate this doesn't work well in the current setup. I could give them darkvision and emulate the fog, but then they wouldn't need light sources at all — and only one or two of them are actually carrying a light. Giving darkvision to all of them would be unfair.
1746970642

Edited 1746970923
What I've done to simulate fog is to give all the PC's with torches or that could see in the dark darkvision's and use the  "dimming" option, then limit that to 10 ft., with dimming starting at 5'  (1) . Darkvision doesn't help penetrate fog. You could adjust those limits for however thick you want the fog to be. For simulating fog in a lightless condition, e.g., underground, PC's without night vision would have vision turned off (I've been in a dark room filled with fog: you can't see your own hand in front of your face). Using this method, you wouldn't use the "daylight" option in the map settings; any lighted areas would need light-emitting tokens, and they would need to be turn "on" only when a PC's token came within  their line of sight) Since I have a Pro account, I used TokenMod commands in some macros where I could set up individual token's vision settings on the fly. Without that, the GM would have to set the vision for each token manually. If the entire encounter on that map page will be in fog, I would pre-set the all of player's tokens  on that map ahead of time with the desired settings, so when the party flag is moved to that map all of their tokens will already be active (no copy/paste from one map to another). Edit: (1) in my particular encounter, the PCs were exploring a lair filled with the D&D spell "Guards and Wards".