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General Tabletop Discussion
*Dungeons & Dragons
D&D Dungeon Map Design: Good and Bad
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<blockquote data-quote="the Jester" data-source="post: 9815761" data-attributes="member: 1210"><p>One thing that annoys me is the lack of clarity on which end of each set of stairs is the top and which is the bottom. I shouldn't have to look around for clues to figure that out. </p><p></p><p>I really like how easy it is to get flanked in a couple of rounds in many of these rooms if you try to hold a choke point.</p><p></p><p>One thing I ALWAYS appreciate about Dyson Logos' maps is how clear they are, with an emphasis on usability rather than on making them look super moody or atmospheric or whatever. There are some maps in 4e adventures especially that get that backwards.</p></blockquote><p></p>
[QUOTE="the Jester, post: 9815761, member: 1210"] One thing that annoys me is the lack of clarity on which end of each set of stairs is the top and which is the bottom. I shouldn't have to look around for clues to figure that out. I really like how easy it is to get flanked in a couple of rounds in many of these rooms if you try to hold a choke point. One thing I ALWAYS appreciate about Dyson Logos' maps is how clear they are, with an emphasis on usability rather than on making them look super moody or atmospheric or whatever. There are some maps in 4e adventures especially that get that backwards. [/QUOTE]
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D&D Dungeon Map Design: Good and Bad
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