The right token has Normal, which is defined as blank. One token (left) has Lowlight Vision, defined as x2. They have been given equal light sources. Two tokens are separated by a block of VBL and thus cannot see each other. Now, it seems that people are not correctly visualizing what you are describing. Ultimately, the effect is that LOS should be shown as a composite of what all tokens see, which we do not have. This is a minor but significant point if you use vision enabled enemies (which I do, at least for ranged attackers, for LOS). Best vision wins.ĬORRECTION: The GM sees the map through all TOKENS with vision turned on.
When a GM clicks on the background, the GM sees the map through all of the PC's. Make sure to use the new feature to extend your vision distance to the same length, if your darklight radius is bigger than the maps vision distance.įor guys that want to see in a specific way all the time, but not OMNIGM view (All your NPCs have low light vision +80% for example so you want to use Low Light +80% all the time, or you want to see Normal mode all the time because 5 PCs have Normal vision and only that dang elf has Low Light), set your Default GM view to use that vision mode, and arrange click-view to taste.ĭorpond wrote:I am very torn and confused with this so I need community input. When it matters, the GM View would be considered as originating from an invisible token in the exact center of the GM's viewport.įor guys that want OMNIGM view with no lighting effects, never turn on "View as Player", always disable click-view, and then set up a vision mode just for you which has DarkVision radius a billion (or the size of your map, whichever ). The GM's perspective is never hindered by vision blocking layers or hard/soft fog, unless "View as Player" mode is checked, whether you're in Click-View or "Default GM view". If you're a player in a strict Individual Views game and you own TWO tokens, this setting would matter again, of course.Ģ) The ability to set which vision mode the "default GM view" uses, choosing from the list of available vision modes. It may require a third option on this setting, depending on public opinion. Presumably if you are a player in a strict Individual Views game and only have ownership of one token, you will be stuck in Click-view all the time no matter what this setting is set to - this is the behavior I would expect anyways. It would require two new settings to adjust the behavior of existing features.ġ) The ability to set whether you use the Click-view feature or not. I think however I might have an idea that would allow just about everyone in this thread to set things up to work the way they want. If I turned off the Dark Vision, I get the D&D3e Elf problem that provoked this thread in the first place - namely that I can't see the actual shadowy/dark/light zones the way 90% of the tokens on the map saw them.īut, if I had a party made of mostly elves/catmen/whatever I would want to see things generally as if the Low-Light vision were engaged. However, unless I clicked on a specific player, the darn Dark Vision from the Catman erased all the lighting. Like D&D 3e, GURPS Dungeon Fantasy has bright light, shadowy light, and darkness, so as a GM, I'm ACUTELY interested in seeing if the NPC under attack is in shadowy light or darkness. I'm running GURPS - I've assigned different colors to light sources (temporary magical light sources vs long term magical light vs things on fire vs creepy fungal glows.) and on top of everything we have a Catman in our party who has +50% Low Light vision and Vibration Sense from his whiskers which I've currently implemented as a form of Dark Vision (A poor approximation - MapTools Vision doesn't really handle it well at all at the moment). It was cool being able to see as the player, but when I'm just trying to MOVE the dang TOKEN, the hang up on selection is really frustrating. Last night, MapTools hung for a split second every time I clicked on a player, as it was trying to switch to that players view. I wouldn't want to reserve view as player ONLY for people logged in as Players, but the ability to turn it off would be greatly appreciated.