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Saltmarsh module not fully set up for proper use in Roll20

I'm DMing a campaign in Saltmarsh using the module I bought on your marketplace, and I keep running into niggles. While none of these issues are game-breaking it is a bit disappointing that the added effort wasn't put into fixing them during the conversion process. - Tokens not set up properly players not able to see health bars of enemies Solution: Edit token and tick box tokens with missing art for named creatures Solution: Drag and drop the generic version and remap as specific All creatures default to whisper rolls, which means every  - Maps lack light sources. I have to go through myself and add torches to every room that describes it as having torches, etc. Likewise light sources outside, for example the exterior of the Haunted House. - Issues with source content. Some of the module maps in the original book lack areas that are specifically described (notably the Haunted House which lacks an attic). You have the source files, just draw one on and save all the paying members of the community from breaking out the magic marker! - Overworld map uses leagues and yards for distance measurement. All core rulebooks use either feet or miles. Who uses leagues?!?! Sure that is the labelling in the actual book, but a subhex is about 4 miles. Just do that?  Solution: DMs can change units from "10 custom leagues" to "4 miles"
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
I don't have answers for all of these, but I can make some observations: - Tokens not set up properly There is no "proper" setup for these features. They are all table-specific choices. For instance, in my own games, I don't make enemy health bars visible, and the default is set to whisper. Also, unless art is given in the module, it cannot legally be added to Roll20. This is a condition of the license. Module Maps lacking details As above, unless art is given in the module, it cannot legally be added to Roll20 Light sources Without a specific example, this one is harder to address. Can you give an example? In general, the ideal set up would be to ignore dynamic lighting in daytime buildings, for example, as a needless drain on resources. However, in a dungeon setting, light sources should definitely exist. Scale label As per the art note above, my guess would be that if the map is labeled in leagues, the measurements must be given in leagues. Roll20 does not have a lot of creative leeway for content, only implementation.
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Edited 1570125863
So because WoTC did a half job on some of the original content, Roll20 isn't allowed to fix their inconsistencies/omissions? Sad... Token art: -E.g. Harpy artwork provided, but "Harpy Matriach" has a token with the words "Harpy Matriach" written on it. - Instead of, for example, using the harpy token and giving it a different border to denote it as being special. Light source example: - In this room, the room description lists torches, but Roll20 includes none. (those shown I added myself) - All the human PCs on entering this room: "I can't see anything"...
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keithcurtis
Forum Champion
Marketplace Creator
API Scripter
As far as I know, you are correct. Roll20 cannot make these sorts of changes. The picture of the Harpy is not a picture of a Harpy Matriarch, and if WotC has not commissioned art for it, then Roll20 is limited to using named tokens. IIRC, special arrangements were made for some monsters in the Monster Manual, and Roll20 was able to commission art to fill in the blanks. These are some of the frustrations of working with licensed property. Light Source example : You are correct here, absolutely. Barring some design constraints, this area should have torch lights. This is the sort of thing that should be reported in the official feedback thread for Saltmarsh , since that thread is monitored by the team member who is responsible for patches.
Thanks for the link. Reported lighting omissions there