D&D General D&D Dungeon Map Design: Good and Bad

I cannot emphasize this enough: Maps are too dang small!

In my group, I have 5 players. Sometimes they have allies, henchmen, pets, etc. They almost always face off against an equal or greater number of foes. Therefore, a typical combat has 12-15 creatures. A climactic set piece could have double that number.

Meanwhile, most maps for most adventures are full of 20x20 rooms and narrow corridors. I'm exaggerating slightly. But not really. This is a chronic problem.

And I almost never see verticality on maps, which is a huge missed opportunity. Did anyone watch last night's Critical Role? The fight in Castle Sloak was a great example of how verticality leads to more exciting, dynamic combats.
 

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I cannot emphasize this enough: Maps are too dang small!

In my group, I have 5 players. Sometimes they have allies, henchmen, pets, etc. They almost always face off against an equal or greater number of foes. Therefore, a typical combat has 12-15 creatures. A climactic set piece could have double that number.

Meanwhile, most maps for most adventures are full of 20x20 rooms and narrow corridors. I'm exaggerating slightly. But not really. This is a chronic problem.

And I almost never see verticality on maps, which is a huge missed opportunity. Did anyone watch last night's Critical Role? The fight in Castle Sloak was a great example of how verticality leads to more exciting, dynamic combats.
I agree that verticality's important, as are a big room here and there, but I also think that one thing that makes a dungeon a dungeon is tight-squeeze spaces.
I had to coach one of my parties recently to use choke points to their advantage- I briefly agonized over the decision of whether or not to tell them, and ultimately decided it'd be better for them to have the info and learn from it.. rather than TPK in ignorance.
 


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