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Token Mobility & Additions to Dynamic Lighting

Let me preface this by saying that I use Roll20 in conjunction with in-person sessions, essentially as a replacement for traditional maps and the whiteboard, and upgrading to Supporter was one of the best decisions I've made, and I plan to soon go to a Mentor subscription. These suggestions are not game-breaking for me, but I would nonetheless love to see them implemented. The first are a couple of ideas about Token Mobility. The whole turns and initiative system that Roll20 has is great, but if you could tie Token Actions to a player's turn, such as making it so that while the Turns list is active, a player cannot move their token/activate macros (but still can chat) unless it is their turn. Doing this would probably require a Next Turn or a Turn Over indicator, activatable by the DM or the Player. In combat I find that my players and I still sometimes catch ourselves skipping a turn or doing other things outside of a player/enemies turn, I feel like having this option to limit movement and/or macros to a player's turn would help prevent that. As well, it would just be an added level of function. The next idea about Mobility would be difficult to implement I think, but would add some great depth to combat and immersion. Walls. Obstacles that a token cannot move through, unless placed there by the DM. My first day of using Dynamic Lighting, I had a player accidentally ruin a surprise by moving his token through a "wall" and spoiling the squad that was waiting as an ambush later in the dungeon. A squad that wasn't supposed to technically be there, because they were under the impression they were "undetected," when in reality the BBEG had known they were there since the entrance. That little slip-up hurt the immersion. As well, sometimes it isn't obvious to players what they can and cannot move through, having a Wall tool could help ensure that they cannot move through terrain that while their character may be able to see through (so no dynamic lighting tricks), they cannot walk through, like a bed of razor wire. And finally, an idea about Dynamic Lighting. It would be beneficial to add in tools to affect player visibility without actively going in and adjusting their token values. This could be useful to simulate smoke, fog, and other things. Once a player is within the "fog," it reduces their light emitted and FoV and other values by a certain amount. This could also be used to simulate day/night cycles. Just a few ideas I had in my head after talking with my players some, and we all agreed that those three would be some great additions for added functionality and depth to the already fantastic Roll20 program.
I really like the idea of these player limitations, which will help keep things in order. I also think the lighting/fog is a great way to change how vision works between towns and caves.
I could easily add the movement and macro restrictions into my API scripts... but what about games where you get actions off-turn? Like D&D 4e with opportunity actions or a warlord directing the strike? There's too many variables to just say you can't do this or that unless it is your turn. Roll20 doesn't keep a log of token changes... so it's not like you can just hit ctrl+z to undo damage or healing.
Actually, much of what you want has already been implemented via the API scripts that Mentor's have access to... including movement blocking.
HoneyBadger, can you link to the movement blocking script? I can't find one in the list over at <a href="https://app.roll20.net/forum/post/210894/scripts-a-listing-of-all-available-api-scripts#post-692621" rel="nofollow">https://app.roll20.net/forum/post/210894/scripts-a-listing-of-all-available-api-scripts#post-692621</a>
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I currently have a script that will TINT the token of the active player (modified from HoneyBadger's script). In addition I've added a !eot command such that players can end their own turn in which case the next token in the list becomes tinted. The players have found this to be especially useful and gone further by making the !eot macro an emote and also including a saving throw (we play 4e) as they so often forget to save those darned status effects at the end of their turn. If your interested PM me. I'll eventually post the script, I just haven't gotten around to it. In regards to your surprised foiled situation. This can easily be solved using the FoW in combination with Dynamic Lighting.