Open revilowaldow opened 2 days ago
Arrow slit walls of this form generally work best with a window-wall across the narrowest part. This prevents player movement through the slit, and via proximity walling prevents sight straight through them across the map.
Curtains should have ethereal walls set, sometimes with a door configuration to enable player agency over scene illumination.
(Columns)
Are normal walls most appropriate on a ship deck? Surely you'd want to see over the edge and to the deck below?
Should be secret door:
In summary, I think these really just need going over properly, they're not walled to the standard I'd expect from the FVTT team.
What happened?
Various DMG maps are missing sections of wall, and are generally poorly fitting around the artwork. I don't know if the team were restricted in their use of third parties, or generally rushed, but these scenes do not have the polish I would expect of First Party Premium Content
Rather than providing specific examples I genuinely feel the encounter maps should be diligently re-walled from scratch with a team QA pass.
Example below from Dungeon Hideout
Barrow Crypt missing various doors, secret and normal.
What package are you reporting this for?
Dungeons & Dragons Dungeon Master's Guide
Version
1.0.0
Relevant log output
No response