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View Full Version : Official WotC Maps are garbage with NON 50x50 pixel grids. IT HAS TO END!!!!



Syldar
May 5th, 2026, 05:53
Official WotC Maps Ship with Broken 41px Grids - Breaks All Lighting Effects :mad:
I’ve been fighting this for hours and it’s absolutely ridiculous. Official Wizards of the Coast modules (specifically Forgotten Realms Adventures in Faerun maps) ship with 41×41 pixel grids instead of the Fantasy Grounds standard 50×50 pixel grids. This single decision completely breaks the lighting system that every GM relies on.

The Problem
LIGHT: 15 darkness 100 (15' radius spell)
On 50px grid = 3 squares radius ✓ Perfect
On WotC 41px grid = 6 squares radius ✗ DOUBLE sized

Result: Every single light effect, torch, spell (Darkness, Light, Faerie Fire, etc.) renders at the wrong size. GMs must memorize cheat sheets:
LIGHT: 8* instead of *15* for 15’ radius
LIGHT: 11* instead of *20* for 20’ radius
*LIGHT: 16* instead of *30* for 30’ radius

Why This Is Unacceptable
1. WotC charges premium prices for “official” content
2. Breaks core FG functionality - lighting is fundamental to 5e gameplay
3. Forces every GM to do math instead of running their game
4. Inconsistent with every other map creator who uses 50px properly
5. Official maps are read-only so we can’t fix it ourselves

Fantasy Grounds needs:
• Auto-detection and normalization of WotC 41px grids
• Universal 50px light scaling regardless of underlying map pixels
• One-click grid overlay that fixes WotC maps without breaking token movement
• Official statement from SmiteWorks/WotC about this known issue

And Ideally: Check that official modules are using the 50 x 50 pixel grid size and reject other sizes, forcing makers to comply and deliver quality maps.

41px was a terrible choice. Every professional map creator knows 50px is the standard for a reason.

Feature Request
1. “Normalize WotC Grids” button in map settings
2. Auto-convert LIGHT values based on detected grid size
3. Grid overlay system that preserves artwork alignment but fixes functionality

This isn’t a “nice to have” - it’s game-breaking for official content. Every GM using WotC modules deals with this garbage daily. Fix it so we can actually use the expensive official maps we paid for. Same thing goes for tokens. Official modules should never have letter tokens (except maybe for traps), all NPCs and monster should have their token. We pay for premium content, and we got average one. That's not normal at.

Very best for your support on this serious matter.

Zacchaeus
May 5th, 2026, 08:52
The range that a light shines out to is determined by the distance multiplier on the grid. This is usually 5' but is sometimes 10' depending on the map. So a light that shines 10 feet will illuminate an area of two grid squares all around it. It doesn't matter what the grid is set at the light will still shine for only 2 grid squares.

By way of illustration I attach two screenshots. Both show a 10' light but in one image the grid is 10px and in the other it's 50px. As you can see in both cases the light correctly lights up out to 10' or two grid squares.

Or am I misunderstanding what your issue is?

Zacchaeus
May 5th, 2026, 08:57
I should also add that the same applies to a token on the map with a light source. Again two images with one token with a 10' light with a 10px scale and a 50px scale.

Syldar
May 5th, 2026, 10:47
Thank you very much, Zacchaeus, but on my side, it's a whole different story (latest FGU). I need to set the darkness radius to 8 so I can be 15 feet. So I don't understand how you have this working that way.

For me it is shown as 30 feet radius instead of 15 feet radius.
67287
67286

Zacchaeus
May 5th, 2026, 12:12
LIGHT: 15 throws bright light for 15 feet and then dim light for another 15. If you do LIGHT 15/15 then you’ll get light out to only 15 feet. See here for more on lighting https://fantasygroundsunity.atlassian.net/wiki/spaces/FGCP/pages/1312784387/Adding+Lights+to+Maps+and+Tokens

Syldar
May 5th, 2026, 13:00
Oh, wow. Thank you. So, for a darkness spell, should I use LIGHT: 15/15 darkness 100 ?

Thank you, Zacchaeus.

Zacchaeus
May 5th, 2026, 14:01
LIGHT: 15/15 FFFFFFFF or LIGHT: 15/15 darkness is all you need. The frequency bit is only for when you want a light to have a special effect like a flicker or a flash. For example LIGHT: 15 candle flicker 75
Since you haven't specified an effect in your light the 100 bit is redundant.

Syldar
May 6th, 2026, 00:40
OK, great. Thank you so much for the clarification. I wish you an excellent week

Syldar