We had a rather big discussion about this when dynamic lighting was introduced. Short version: To do it correctly, some big changes are needed. Small changes would hurt more than being helpful. So expect no changes until the team has the time to do it right. Somewhat longer version: The system needs more kinds of light (e.g. normal, infrared) and more falloffs (normal vision, low-light vision) on the lighting side. Then character-tokens need to be tagged which types of light they can see with which falloffs. Then the system has to calculate---for each token a player controls---the lighting filter and combine (AND) it with the token's LOS, then combine (OR) all those for the player. And while we're at it, a lighting tint for each light can be added easily. --- Just imagine a vast and dark cavern, filled with skeletons and goblins. A human archer with a torch, a human mage, an elf and a dwarf enter it. The mage casts "detect arcane auras". The human archer will see 15m around the torch. The human mage will see 15m around the torch and the skeletons (arcane aura light radius=0.5). The elf will see 30m around the torch. The dwarf will see 15m around the torch normally, 25m around the torch dimly, the goblins, and a small bit around the goblins dimly (infrared light radius=1.5). Now a skeleton mage casts a spell on the human archer, turning him into a bat. The human archer in bat form will only see 45m around himself in grays (settings on the token: see lights: ambient=yes, normal=no, low_light=no, infrared=no, magical_aura=no; LOS range: 45m; LOS effect: grayscale).