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Measuring Tool distance of close, far etc

Is there a way to turn this off? Some games like Shadowdark actually use terminology like Near and Far. And other games don't use any at all. 
Disregard. I found it. USE RANGE SCALE
Where did you find it?  I only found ways for each player to turn it off on their side.  I was hoping there was a way to turn it off for the entire table.  For a number of reasons my table just counts grid squares versus actual measurements.  What happens is they are measuring out say 30 feet, it has them across a couple grid squares, and then because we use the grid it snaps them into another square giving them a few feet of extra movement.  Over a few rounds, it adds up.
Would be nice if the range bands and names were configurable, this would make it infinitely more useful
PhilLaco said: Where did you find it?  I only found ways for each player to turn it off on their side.  I was hoping there was a way to turn it off for the entire table.  For a number of reasons my table just counts grid squares versus actual measurements.  What happens is they are measuring out say 30 feet, it has them across a couple grid squares, and then because we use the grid it snaps them into another square giving them a few feet of extra movement.  Over a few rounds, it adds up. It's hidden under Page Settings:
Norman said: Would be nice if the range bands and names were configurable, this would make it infinitely more useful 100%. Kind of silly to add that feature just for one game.
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Edited 1766243290
PhilLaco said: ... For a number of reasons my table just counts grid squares versus actual measurements.  What happens is they are measuring out say 30 feet, it has them across a couple grid squares, and then because we use the grid it snaps them into another square giving them a few feet of extra movement.  Over a few rounds, it adds up. That's because measuring with grid square isn't a "true" measurement, since any non-orthographic movement involves approximation (moving one square on a diagonal is treated the as same moving one square  horizontally or vertically  (or 1.5 squares on some systems). Hex grids reduce the distortion by expanding the "true" movement options from 4 to 6 directions, but it's still distorts movement in any other direction. If you want the players to use the actual measurement vs. grid square measurement but still have a grid for reference, you can disable the grid on the page and use maps with a printed grid or use a transparent grid overlay. Edit: Measuring using a square grid causes other weirdness and inconsistencies as well: circular AOE's are technically square and conical ones are odd, blocky areas that change shape depending on the angle. I tried using those in my game but no one liked it; we all just choose to ignore the inconsistency. Also, if you tried to strictly adhere to a square grid's diagonal measurement rules, all of our maps would be wildly distorted. Plus, the map area visible by a token with vision or a  light source should also be squares but VTT's always use a true circular radius.
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Gold
Forum Champion
Norman said: Would be nice if the range bands and names were configurable, this would make it infinitely more useful This. GURPS players asked for this feature for years in the Suggestions, but Roll20 only implemented it for Daggerheart specifically and hasn't allowed it to be a system agnostic feature yet.  I think it undermines the initial "system agnostic" creedo of this VTT that has been rightfully touted so many times in the past.