Edit 2017-10-05: As Scott C. points out, the current lighting system is already additive. Two dim lights don't make a bright, but they do add to more than one dim. That's good enough for me, and this suggestion is moot. Mods, can you close out and give people their votes back? To implement 5e-like darkvision, set your token to have vision, give it a light at just above desired range and start of dim -5. So for example, 60ft darkvision ends up as a 70ft light with a dim start of -5. I am unclear whether this always worked or started working with the Advanced Fog of War update. Light and especially dim light appear to have changed a bit in appearance, but it's been so long since I first tested this that it's entirely possible I had it wrong all along and it was working all along. Old post below. The current dynamic lighting system supports a "multiplier" that allows characters to see further than they usually can. The Wiki suggests that this allows for implementing D&D 5e's darkvision feature. Unfortunately, it doesn't. I'll get into details. After discussion in this thread, and Ed S. providing some clarity, a good way to solve 5e darkvision and similar designs is additive light: - Allow additive light sources. A dim (additive) light carried by the character would cause "darkness to be dim" and would cause "dim light to be bright". This would only require the light source to be marked as "additive", maybe by a check box. - Optionally, allow a character to carry up to two light sources. This would then allow for darkvision and an actual light source such as a torch, lamp, etc. How does 5e define darkvision? Out to a range, a creature with darkvision can "see in dim light as if it were bright, and in darkness as if it were dim light." The second part is easy. Give the token a light source that only it can see, with range a bit higher than the desired range (has to do with how dim light diminishes in roll20), dim start -5, and there you have your "in darkness as if it were dim light". The first part, see in dim light as if it were bright, is currently impossible in roll20. The wiki suggests to use the vision multiplier, but that doesn't have the desired effect. The wiki says: >> For example, darkvision of 60ft would look like:
Light Radius = "60"
Start of Dim = "-5"
All Players See Light = "Unchecked"
Has Sight = "Checked"
Multiplier = "2" >> The actual range of that light source aside - this comes out to 120ft and that's easily fixed - the multiplier here doesn't allow for "dim light as if it were bright". Some examples, assuming a creature with darkvision stands next to a light source: Moonbeam has 10ft dim. To this creature, that would now be 20ft dim (not counting its own dim light source) . It should be 10ft bright. A torch has 20ft bright, another 20ft dim. To this creature, that is now 40ft bright (that sounds like success), another 40ft dim. Which means the vision range has now been extended by 40ft. That wasn't intended. It should be 40ft bright, and then darkness (illuminated as dim by creature's darkvision). A lamp has 15ft bright, and another 30ft dim. To this creature, that is now 30ft bright, and another 60ft dim. It should be 45ft bright, and then darkness (illuminated as dim by creature's darkvision). By marking the dim darkvision light source as additive, dim light would now appear bright, bright light remains bright, and darkness is illuminated by dim light.