Confusion about vision - Roll20 solutions


Running the Game


I understand that the system deals with different steps depending on the situation. I'm running the Lost Star in Roll20, so I was wondering how to deal with the vision.

Is there a GM that ran it with using the vision options of Roll20? How did you do it for the humans, and those with low-light vision? As an example, this is what I've done for the Dwarf with dark vision:

A total vision of 120 feet so he can peer quite far into the corridors as long as LoS isn't broken.

For the Humans, I went with very little vision. Basically one Grid.


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If you've got Dynamic Lighting on Roll20, its pretty simple really.

Set the dwarf's token to 60ft of full light, no dim light start, and don't check the "all players see light" option.

Ask the human and elf players what their most common light source is. Assuming Lanterns/Torches/etc. are meant to shed dim light out to double their bright light range, just input that as normal. 40ft light, dim light starts at 20ft for torches or Light spell, check "all players see light".

Humans take a penalty (flat check dc5) to hit anything in dim light ("Ctrl+L" to check a token's line of sight as the GM). Elves don't need to take that penalty, but can't actually see any further - in 1e you'd give them the Sight Multiplier x2 modifier on their token.

5ft of vision would RAW only be appropriate for a human trying to dungeon crawl with a candle for illumination. If the human has no light source at all, giving them a 5ft radius of dim light is a kindness, but technically not necessary.

If you're paying Roll20 the big bucks and have access to the API, I highly recommend the "Torch" script - I can click a button to instantly snuff my PCs light sources when Deeper Darkness hits them, and I can restore their visibility with another separate macro to standard Torch illumination or do any number of other cool things.


Darth_Awesome wrote:

If you've got Dynamic Lighting on Roll20, its pretty simple really.

Set the dwarf's token to 60ft of full light, no dim light start, and don't check the "all players see light" option.

Ask the human and elf players what their most common light source is. Assuming Lanterns/Torches/etc. are meant to shed dim light out to double their bright light range, just input that as normal. 40ft light, dim light starts at 20ft for torches or Light spell, check "all players see light".

Humans take a penalty (flat check dc5) to hit anything in dim light ("Ctrl+L" to check a token's line of sight as the GM). Elves don't need to take that penalty, but can't actually see any further - in 1e you'd give them the Sight Multiplier x2 modifier on their token.

5ft of vision would RAW only be appropriate for a human trying to dungeon crawl with a candle for illumination. If the human has no light source at all, giving them a 5ft radius of dim light is a kindness, but technically not necessary.

If you're paying Roll20 the big bucks and have access to the API, I highly recommend the "Torch" script - I can click a button to instantly snuff my PCs light sources when Deeper Darkness hits them, and I can restore their visibility with another separate macro to standard Torch illumination or do any number of other cool things.

Thanks for the explanation. I might consider paying the big bucks for Roll20, but currently we're going to run through Under the Pale Mountain's Shadow.

This has helped me a lot to figure out the distances of vision and how to incorporate those in Roll20.


I paid for the pro upgrade. You also get more tokens to use and the 'torch' script is invaluable as are several others that make playing using roll20 easier.

the 'flip token' script

The tokenmod' script

and of course Torch...clap on ...clap off....

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