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View Full Version : Feedback on the new Windows, Secret Walls, and Pit Trap



amerigoV
October 10th, 2020, 15:52
First of all, than you for the enhancements. I certainly will get great use of them (figuring out where to put more pit traps as we speak!)

1. Illusionary Wall - no issues - looks like it works as intended.

2. Windows - A great improvement! Currently I am only seeing a toggle for Open/Close (ala a door). A suggestion - please consider adding a second toggle for LOS. If you want to make the classic shuttered or curtained window one has to toss a Terrain ocular on the map (unless there is another way, but I presume awkward as well). Initially I just put a Terrain around the window but the Open/Close for both oculars would tend to overlap. So I put the Terrain on one side but that tended to make one side harder to tell there was a window there.

3. Pit Trap (experimental) - I like what I see (and do not see) here. The way I used it was to have the main map, draw the pit ocular on the main map then add a pit image on top. Then turn the pit invisible until to the players until its triggered. As the GM I could see the pit but the player would not until they tripped it. I like that it stops movement out. Even its if its not a pit trap itself, having it force stop the token creates a reminder that there is something there (an event trigger). This would be great if it can link to stuff in the future. For example, in my pit trap above one could link the ocular to the pit image to turn the image to visible to the players. In the future, maybe it can trigger other things (effects, music, roll the pit trap damage, etc). I like where this could go.