Okay. I read further down in the comments on that post. According to the author, Roll20's draw program uses SVG format to define the paths. The exploitation here seems to be that their line of sight algorithm uses certain assumptions on the SVG format, i.e., assumption that it falls under one of the formats used by the various types of drawings. By using only the M path command, you're able to circumvent the line of sight algorithm used as none of the paths uses exclusively M (see <a href="https://wiki.roll20.net/API:Objects/Path" rel="nofollow">https://wiki.roll20.net/API:Objects/Path</a>). It's actually pretty clever (assuming it works). This presumably won't affect the collision detection between the token and the wall as those algorithms are typically purely geometric in nature (e.g., via application of separating hyperplane theorem). Looks like it may work. I will give it a try. Thank you!