kigmatzomat
Hero
We rarely mapped in 1e/2e b/c it wasn't necessary until you got so deep in that you started worrying about getting lost (generally 2-3 turns away from daylight).
In 3e the general play style is:
Mark your trail. Preferrably in two different locations, the common being a blatant chalk mark on the wall and a less obvious one on the ceiling.
Someone makes an Int/navigation check to try and remember the way out.
When it is obviously a maze or other twisty place, the ranger makes a craft:cartography skill check every so often to update a map. (I use a set of "hidden" rolls the players made before the game for these kinds of events so they never know if they get a nat 20 or nat 1)
Be prepared to use track to find your way back out. (And hope one of the "track by scent" animal companions is with the party for stone floors)
In 3e the general play style is:
Mark your trail. Preferrably in two different locations, the common being a blatant chalk mark on the wall and a less obvious one on the ceiling.
Someone makes an Int/navigation check to try and remember the way out.
When it is obviously a maze or other twisty place, the ranger makes a craft:cartography skill check every so often to update a map. (I use a set of "hidden" rolls the players made before the game for these kinds of events so they never know if they get a nat 20 or nat 1)
Be prepared to use track to find your way back out. (And hope one of the "track by scent" animal companions is with the party for stone floors)