I’m Zac, and I’m thrilled to introduce myself as the new Principal Product Manager for D&D Beyond’s Maps team, and to chat a bit about the exciting road ahead.
- Get Involved With the Future of the Maps VTT
- Why We Want Your Feedback
- Preparing for Upcoming Maps VTT Releases
Get Involved With the Future of the Maps VTT

In the spirit of TL;DR, I'll put the most important thing first: If you’re interested in shaping the future of D&D Beyond’s Maps VTT, I want to talk to you!
We're still developing exactly how these user feedback programs work, but for now, please fill out this survey to indicate your interest and tell us a bit about yourself. Over the next few months, I'll follow up with select participants via email to schedule phone or video interviews, conduct surveys, test clickable prototypes, and provide feedback on early design sketches.
(Full disclosure: several of our upcoming projects for the Maps VTT are DM focused, so for the next few months outreach will be pretty focused on DM feedback. That also means if you are a DM—please sign up!)
Why We Want Your Feedback
Involving you in the development process is very much in line with how I’ve spent my entire career. I’ve spent the last 15 years building software products in all sorts of places, from startups to Fortune 500 companies and even the federal government. The throughline for my whole career has been to help teams build the RIGHT thing really well. And the best way to do that is to talk to the people who will be using it early and often!
Expanding the Feedback Loop
As Brian's post mentioned, we haven't been the chattiest bunch lately. As a part of the shift in how we communicate with all of you, I'll be popping up as WOTC_Zac in the subreddits, Discords, and forums.
I'll be watching for your ideas and asking for your feedback on our Maps VTT. We also want to be more transparent and share what we’re working on now, what we're working on next, and get your thoughts as we go.
Preparing for Upcoming Maps VTT Releases

This summer and fall, the Maps team has been investing in under-the-hood upgrades to support the cool stuff we'll be releasing over the coming months (more details in Brian Perry’s blog post).
But as we look ahead to new functionality, we know the best way to build software is to release early and often, and we'll be moving in that direction. You can expect more frequent updates as we kick off 2026. We’re still figuring out the exact rhythm, but the goal is to keep you in the loop and iterate quickly based on what you tell us.
Stay Tuned for More!
I've been playing D&D for 20 years, and it's a great honor and responsibility to be in this position. My job is to support you—the community, the players, the DMs. To make it easier to play D&D. To make it easier to get new people into D&D.
My job is all about making sure we’re building the best tools for you, and the best way to do that is to have a close, transparent relationship where you have a strong hand in shaping how these new features work.
Looking forward to chatting with you all soon!
-Zac
-
View User Profile
-
Send Message
Posted Dec 11, 2025Apologies if these have already been mentioned. My top two requests are:
1) A CTRL-Z style undo function - too often I'll accidentally hit "reveal all" on a map I've got mostly covered up ... or I'll accidentally delete a PC's icon instead of the icon for the monster they've just killed. Or I'll cover up part of the map instead of revealing it. It would be great to be able to quickly undo these mistakes with a single key press. The accidental "reveal all" is the worst, especially when it's a fiddly map.
2) Layers or something similar. I would love to be able to reveal hidden features on a map (like secret doors) without having to awkwardly draw them on or the like. Or even just a big friendly S sticker in the sticker collection that you can slap on to indicate a secret door. Something like that! (On a related note - it would be great if whoever is responsible for making the player-friendly versions of maps can ensure that no secret things get left on that version of the map. I've come across a number of official "player-friendly" maps that still have things the players shouldn't be seeing right away on them ... and I end up just having to say "Pretend you can't see that" to my players.)
-
View User Profile
-
Send Message
Posted Dec 11, 2025I second the want for better fog, but also would add preset reveals, such as allowing preselecting a whole room to be revealed when a door is opened.
-
View User Profile
-
Send Message
Posted Dec 11, 2025This would be great. Vision based on the character's location, sight stats, and whether they require / have a light source.
-
View User Profile
-
Send Message
Posted Dec 12, 2025I would love to be able to change the size of the tokens to show my players the bbeg has changed size to large from medium or small. Or even when they use enlarge to show their player has changed size as well.
-
View User Profile
-
Send Message
Posted Dec 12, 2025Omg yes, and have the fog disappear automaticity to the player, instead of me having to remove the fog for the players while they move their character. Cause at times that will freeze the program for me or the players on their devices.
-
View User Profile
-
Send Message
Posted Dec 12, 2025I'd like the built in maps to have the map names and compasses as stickers instead of built into the background. Revealing a map to my adventurers shouldn't give insight into the encounter name. Having "Occult Ritual" splash across the top of the Heroes of the Borderlands map for that encounter, for example, is in the way.
-
View User Profile
-
Send Message
Posted Dec 12, 2025+10000000! This made my day.
-
View User Profile
-
Send Message
Posted Dec 12, 2025Forever DM who switched from Roll20 to Maps last year and haven’t looked back. The ease of use is astounding.
Hard disagree from me on no AI and snap to grid. A good AI Tool specifically trained for 5e would be wonderful. And for the grid, I love the way the Freeform style of maps works to make it almost a theatre of the mind hybrid. I love to tell my players that the map is just to help imagine what’s going on, not be a literal representation, and it works to make battles much more fluid and dynamic IMO.
-
View User Profile
-
Send Message
Posted Dec 12, 2025I'm a little late to this conversation but here goes....
I really don't use the Maps VTT a whole lot. I really like the use of physical minis and props on battle mat and I think my players engage a bit more with physical items. Plus I have one player who is technology averse. I primarily use Maps to plan encounters since the Encounter Builder is not updated to the 2024 rules but I then build the encounter in the encounter builder.
I wouldn't want to see any AI being used.
-
View User Profile
-
Send Message
Posted Dec 12, 2025Why is there a new feature in beta when Encounters has been in Beta for several years?
-
View User Profile
-
Send Message
Posted Dec 12, 2025good points. i kind also want a way to place locations on world or city maps or maybe thats just me :D
-
View User Profile
-
Send Message
Posted Dec 12, 2025hear hear
-
View User Profile
-
Send Message
Posted Dec 12, 2025The new Maps tools have been great, but I feel like as a result of all the focus on Maps, the Encounter Builder has really fallen by the wayside.
The original Encounter Builder is something I still use far more than any feature on DnD Beyond as a DM. Its fantastic for when I have an in person map, or theater of the mind encounters, but also just as a tool for creating easy single page reference pages for groups of NPCs or Monsters for game sessions, regardless of if combat breaks out.
For that very reason, I've still stuck to using the outdated Encounter Builder rather than Maps, because most of the time I'm just looking for an easy quick way to design any multitude of Encounters, without any need for the extra bells or whistles of Maps.
Ideally I'd love Maps & the Encounter Builder to be their own separate systems that can work independently from one another, while also working together with one another as needed.
-
View User Profile
-
Send Message
Posted Dec 12, 2025I've been a DM for almost three years now, and I've played most, if not all, of my matches on maps, and I'm a huge fan.
One of my biggest wishes would be pre-placed walls and doors on maps I haven't uploaded myself.
This ties in with what I've often read here: better fog of war and dynamic lighting.
For custom maps, a tool that allows me to create walls, windows, and doors that my players can actually use would be great.
Searching custom maps by name would be very helpful.
And YES, we need more stickers!
-
View User Profile
-
Send Message
Posted Dec 12, 2025Point #2 - You can already do that with the Spectator view. I'm running a laptop with 2 monitors for myself as a DM, but I use a big smart TV for players - that's how I show them the artwork, images, maps etc.. Once you start the Session in the Maps app, start the Spectator view as well and it will open in a new tab. Simply drag that tab to the screen/device you're using for presenting, or just send the link of the spectator view to the players and they can open it on their devices.
When my friend is DMing and I'm in the role of player, we still use TV (Spectator view) for the general map overview, but I also open the spectator view on a tablet. That gives me the ability as a player to move my character and use all the useful tools such as ruler and overlays.
Point #5 - This is what the Overlay tool is for. All the AoE spells use a limited number of shapes: Cone, Cube, Cylinder, Emanation, Line, or Sphere. https://www.dndbeyond.com/sources/dnd/phb-2024/spells. All of those shapes are already included in the Overlay tool and you can customize the shape size, color and even the pattern which can be used for damage types.
-
View User Profile
-
Send Message
Posted Dec 12, 2025I am glad to aee this thread! I love using the maps function but i definitely have a few suggestions that would improve the experience, and retain subscribers. Is there an avenue of communicating thing that my group of players are picking up on.
-
View User Profile
-
Send Message
Posted Dec 12, 2025Hey Zac,
I’ll fill out the form here later today and I’d love to talk with you. I’m a product manager as well in software and have been for some time and I’m a long time d&d beyond user and roll20 subscriber. I’d love a chance to talk and hear more about your vision and help provide some examples for my use case of why it’s hard to move away from other VTTs right now. It’s only my opinion but I’d love a chance to meet :)
-
View User Profile
-
Send Message
Posted Dec 12, 2025Movement Counter
I've already seen some really great suggestions in this thread, but I think the most important feature would be a movement counter (which has already been mentioned by a couple of posters in this thread) - something that measures and dynamically shows the number of feet between two clicks.
Use case:
You click on a player or monster token, and as you drag it across the map, a counter appears and shows exactly how many feet the token has moved.
Why this matters:
This completely removes the need for visible grids and really improves the visual clarity of maps. You’d still set an initial grid value when importing the map, but after that the grid becomes irrelevant during play.
More importantly, it gives you accurate movement tracking. When you’re using squares instead of actual feet, diagonal movement always breaks the rules unless you switch to the optional Diagonal movement variant from the DMG. A dynamic in-app movement counter would remove the need for manual measuring, counting diagonals, or adding things up on both the DM and player side. It also helps in special cases, like when someone needs to jump exactly 18 feet, and similar distance-sensitive actions.
-
View User Profile
-
Send Message
Posted Dec 12, 2025This. Premaking encounters would be so much better.
I end up n a weird half way house using both maps and encounters
-
View User Profile
-
Send Message
Posted Dec 12, 2025Absolutely this is somethijg really needed. I have been randomly assigning names to tokens based on a physical trait. Tall short old young fat thin drunk etc... this would really help with combat