When allowing players to use pathfinding, they can, even on accident, discover paths that they don't know about yet. For smaller distances, this is not that bad, but it ruins the fun when you drag your token through a closed door and then see that there is a hole path around the map.
I propose a simple solution. make it so that GM can set a max pathlength. this can by default set to the token speed. If the pathfinding algorhytm now finds a path that is longer that this max pathlength, it just doesn't show the path at all, as if there was no path.
This would prevent hole maps from beeing relealed on accident
When allowing players to use pathfinding, they can, even on accident, discover paths that they don't know about yet. For smaller distances, this is not that bad, but it ruins the fun when you drag your token through a closed door and then see that there is a hole path around the map. I propose a simple solution. make it so that GM can set a max pathlength. this can by default set to the token speed. If the pathfinding algorhytm now finds a path that is longer that this max pathlength, it just doesn't show the path at all, as if there was no path. This would prevent hole maps from beeing relealed on accident