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<blockquote data-quote="gamerprinter" data-source="post: 5682963" data-attributes="member: 50895"><p>My next point isn't universal regarding 4e, I don't think, however, being a cartographer, I've had it pointed out to me by a 4e gamer, that my maps are not condusive to 4e play... sometimes I feature 5' wide hallways, sometimes there are 20' x 30' rooms in a dungeon or castle (for example). This type of design inhibits battlefield mobility.</p><p> </p><p>My response to that is that dungeon/castle/battlefield design (at least the way I do it) is based on historical/architectural designs of such places. I don't create maps based on needed movement requirements for a given game system, as I see maps as being game system agnostic.</p><p> </p><p>If a hallway is too tight for a given special movement - I say, 'tough', that just happens to be the architectural layout of a given locatlon.</p><p> </p><p>In any real combat incident, the terrain always determines which tactics should be taken, and sometimes a given terrain does inhibit a specific tactic. This is true in real life and should certainly also be true in game.</p><p> </p><p>Perhaps not all 4e gamers feel this is an issue, but since it was brought to my attention as a cartographer from a 4e fan - I thought it was worth mentioning. (Though this is certainly another tangent from the OP).</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 5682963, member: 50895"] My next point isn't universal regarding 4e, I don't think, however, being a cartographer, I've had it pointed out to me by a 4e gamer, that my maps are not condusive to 4e play... sometimes I feature 5' wide hallways, sometimes there are 20' x 30' rooms in a dungeon or castle (for example). This type of design inhibits battlefield mobility. My response to that is that dungeon/castle/battlefield design (at least the way I do it) is based on historical/architectural designs of such places. I don't create maps based on needed movement requirements for a given game system, as I see maps as being game system agnostic. If a hallway is too tight for a given special movement - I say, 'tough', that just happens to be the architectural layout of a given locatlon. In any real combat incident, the terrain always determines which tactics should be taken, and sometimes a given terrain does inhibit a specific tactic. This is true in real life and should certainly also be true in game. Perhaps not all 4e gamers feel this is an issue, but since it was brought to my attention as a cartographer from a 4e fan - I thought it was worth mentioning. (Though this is certainly another tangent from the OP). [/QUOTE]
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