How big should a 4E map be?

I just use whatever size is needed to represent the area the combat is in. Not much has changed about that in the 20 or so years that I have been using minis.

Take the DM map of the area and turn it into a battlemap. The PC's in my 4E campaign are currently exploring the Caves of Chaos. Part of the challenge is fighting in confined spaces sometimes and realizing that you might need to lure enemies into a more favorable battleground.

Constantly fighting in areas that look like they were designed and built just to house that fight seem unnatural and fake especially if it happens all the time.
 

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Is this a dungeon encounter, outdoors or what?

You need as much space as the pcs can put to use. If it's outdoors, then you may need something as big as line of sight allows.
 



I'm using the reverse (non chasm, mostly empty) side of that very Darklands map to premap an orc cave lair for my game on Sunday. drawing the caves onto that I think works really well to add atmosphere and some interesting terrain.


I like that. What is your process? Are you using wet erase markers? Perhaps grease pencils?
 

Really, it's not so much the size of the map, but the elements of the encounter that make it fun and challenging. The dimensions of the map and the terrain elements themselves can turn an otherwise routine encounter into a tricky fun tactical challenge.
 

I like that. What is your process? Are you using wet erase markers? Perhaps grease pencils?

Dry erase with a black marker - I expect some smudging, but I can touch up anything serious. It's important that I can rub it off again easy for re-use.

My process - I went round the sides of the Darklands map, working out which orientation of the terrain already on the map would fit in best with the sketch of the orc lair in the scenario (Vault of Larin Karr), and the two pieces of Caves of Carnage dungeon tile I wanted to use (one for the cave entrance, one for an important 10' ledge that is the main line of defence). Then I mapped the caves onto the Darklands map, including rough placeholder sketches where the dungeon tiles will sit. I aimed for a rough correspondence with the VoLK map, it doesn't matter if it's out a square or two here and there.

Using the Darklands map adds various interesting stuff such as crevices, patches of rough terrain, pools etc, plus it just looks a lot cooler than using a completely blank flipmat.
 

Constantly fighting in areas that look like they were designed and built just to house that fight seem unnatural and fake especially if it happens all the time.

This being the final battle of the adventure I think it's OK. Designing the map around the fight let me build in actual choices -- go the dangerous, quick way under the dragon's nose, or the safe, long way? It ended up with the dwarf going through the bite radius and almost dying, the rogue staying back and throwing daggers, and no one going around the long, safe way. I guess I should have put fewer monsters in that direction. I tried to make the dragon's bite look really deadly by having it devour a minion, and by making a big show of how high its frightful presence modifier was, but it still didn't scare them enough to make them go around, or try jumping on its back to get across (I had DCs all ready, too).

Here's the map I ended up using, with an overhang over the tar pit, a mining scaffold in blue on the other side, and the PCs coming in on the lower right.

tarpitbare100_1303.jpg


Here it is with monsters on it:

tarpitwithmonsters100_1281.jpg


I didn't realize till I put the minis on the map that the frightful presence wouldn't actually reach PCs in the doorway, but I just made it so it would. I was only trying to buy time for a little monologuing/discussion while everybody was stunned anyway.

Those flipmats look really good. It makes me want to see what kind of encounter you design to make use of all those areas.
 

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