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Dynamic Lighting when related to normal/low-light/dark vision

Hello, I'm creating a 4e campaign using the Scales of War story arc. It's my first time DMing in a couple of decades, so there's a lot of trial and error involved (which is fine). I'm looking at the dynamic lighting aspect of the Rugged Rollout, and while I'm not yet a mentor to try it directly, I do have a few questions. ^ Using this as reference, taken from the Roll20 wiki :) 1- First, to clarify how this is set up - the first box is total distance the light extends, while the second box is total distance that light extends at full strength before continuing at reduced strength, correct? 2- An Elf (for example) has low light vision, while a Human does not. If I create a candle for lighting (10' radius dim lighting), that is enough illumination for an Elf to see normally, while a Human has trouble. Would I need to create two separate light sources each time, and give them specific view permissions for each group of players based on their race's vision? Or is there a way to adjust permissions to see an individual light source differently for different characters. I know I could just tell the Elf that anything visible to him is fully visible, but having it work more intuitively for the players would be ideal. 3- Similar, a torch (25' radius bright lighting). It makes sense to me to have it dim out towards the edges, so perhaps 20' bright lighting and the final 5' of dim. But an Elf can see dim lighting as bright, so perhaps for him I would want the lighting as 25' of bright and an extra 5' of dim (which he would take the penalties for). Would two separate light sources be the solution again? 4- Finally, light should also affect the creatures in the adventure, not just the players - so that the players can use it to their advantage. Would the best way to do this (for me) simply be using an aura around the light source that only I can see, and make my NPCs act accordingly? Thanks for any input :)
1387305814
Gauss
Forum Champion
1. Correct 2. Here is how you can do low-light vision: Set up the normal light source and set it to everyone normally. Set up a low light source at the increased light radius. Do NOT checkmark the "All players" box. Set this light source to be controlled by anyone with Low-light vision. Group it with the first light source. Drawback: anyone with low-light vision can move the grouped tokens. This requires them to be adults about it and not move the token(s) if they are not supposed to. I advocate the punishment for misbehaving in this case being the removal of the Low-light vision token (and thus the low-light vision). In order to properly move and select the grouped tokens ( assumes that the group is not selected ): Move one token: click on the token and drag it to where you want. Move the group: double click on the group and drag it to where you want. Bring up the radial menu: Hold down ALT while clicking on the token you want. (You can also move the single token this way.) Deselect the group: click elsewhere on the map or hit escape. 3. Yes, same as #2 4. Ctrl+L is intended to allow you to see what a creature can see. However, when combined with the new Line of Sight (LoS) feature it (currently) has a bug since all tokens are automatically under GM control. If you are using LoS then yes, I suggest an aura may work for you (at least until the bug is fixed).
Excellent - thank you for the help :)
Gauss said: 2. Here is how you can do low-light vision: Set up the normal light source and set it to everyone normally. Set up a low light source at the increased light radius. Do NOT checkmark the "All players" box. Set this light source to be controlled by anyone with Low-light vision. Group it with the first light source. I cannot get this to work. The 2nd token's light source cannot be seen by the "Controlled By" players.
1387346407
Gauss
Forum Champion
Lifer4700 , please send me a join link and I will come take a look.