Vision System
How Mimir implements D&D 5e vision and lighting rules.
Why Vision Matters
In D&D, what characters can see affects:
- Exploration and discovery
- Combat tactics
- Stealth and surprise
- Atmosphere and tension
Mimir’s vision system brings these rules to your virtual tabletop.
D&D 5e Vision Rules
Light Levels
D&D defines three light levels:
Bright Light Most creatures see normally. Includes:
- Daylight
- Torchlit rooms
- Magical light
Dim Light Lightly obscured area. Creates:
- Disadvantage on Perception checks
- Shadows and half-light
Darkness Heavily obscured area. Results in:
- Effectively blind
- Auto-fail sight-based checks
- Advantage for hidden creatures
Darkvision
Many races and creatures can see in darkness:
- Treat darkness as dim light
- Treat dim light as bright light
- Cannot discern color (shades of gray)
- Typical range: 60 feet
How Mimir Implements This
Fog of War
The map is divided into:
- Revealed - Areas PCs can see
- Hidden - Areas beyond PC vision
As tokens move, fog updates automatically.
Vision Radius
Each PC token calculates visible area:
- Base vision from ambient light
- Extended by darkvision (if applicable)
- Extended by light sources
- Blocked by walls (UVTT maps)
Light Sources
Placed light sources create illumination:
- Torch: 20 ft bright, 40 ft dim
- Lantern: 30 ft bright, 60 ft dim
- Candle: 5 ft bright, 10 ft dim
Lit sources expand visible areas. Unlit sources have no effect.
Wall Occlusion
UVTT maps include wall data:
- Vision stops at walls
- Rooms reveal individually
- Doors can be open or closed
Without wall data, vision is circular (line of sight to all directions).
Vision Modes
Fog Mode
Default exploration mode:
- Map hidden outside vision
- Reveals as PCs explore
- Maximum immersion
Token Mode
Combat-focused mode:
- Map fully visible
- Enemy tokens hidden outside vision
- Geography known, enemies hidden
Reveal Mode
Override mode:
- Everything visible
- Bypasses all fog
- Use for non-exploration scenes
What Creates Vision
Does reveal fog:
- Player Character tokens
- Active light sources
Does not reveal fog:
- NPC tokens
- Monster tokens
- Hidden tokens
This prevents accidental reveals from positioned enemies.
Practical Considerations
Dungeon Exploration
- Use Fog mode
- Set ambient light to dim or dark
- Place torches on walls
- Reveal room by room
Combat Encounters
- Consider Token mode
- Players see the battlefield
- Hidden reinforcements stay hidden
Town Scenes
- Use Reveal mode
- Fog doesn’t fit the fiction
- Focus on roleplay, not exploration
Dramatic Reveals
- Use Blackout
- Position elements
- Reveal with effect
Tips for DMs
Before Sessions
- Check ambient light setting
- Place light sources strategically
- Test with a PC token
During Play
- Toggle lights for effect
- Adjust ambient as needed
- Switch modes as appropriate
For Atmosphere
- Dark + scattered torches = tension
- Bright = safety
- Sudden darkness = danger