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General Tabletop Discussion
*Dungeons & Dragons
Maps in adventures: Top-down or Isometric
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<blockquote data-quote="Lanefan" data-source="post: 8760525" data-attributes="member: 29398"><p>Top down, every time.</p><p></p><p>Isometric maps are a pain in the rear end, in that I can't just measure a distance and have it mean anything. I also find it very hard to eyeball distances on them, and their showing of verticality never works for me.</p><p></p><p>And if DCCRPG - an otherwise fine system - has one glaring flaw, it's those hideous and almost-unusable maps they provide. Any line or drawing that isn't part of the functional map should not be there, period; and DCC maps are all too often often full of this needless clutter. On the map shown in post 3 there is also no indication as to which way is north; and while there's an easy-to-miss indicator that 1 square = 5 feet there's no squares shown in some of the larger chambers e.g. 1-6, 1-15, and 1-18 (though in 1-18 there is something very faint there).</p><p></p><p>What that map also completely fails to tell me is the horizontal distance between the top of the bank/cliff at 1-2A and the bottom. Is the cliff vertical or does it have any sort of slope to it. Very relevant if, say, a caster is standing up there trying to target something at 1-4 that would be in range if the bank is vertical but out of range if it is not.</p><p></p><p>To [USER=20323]@Quickleaf[/USER] , all your questions would be easily answered if the map-makers had provided elevation markers in various places on the map (ideally just beneath each room's number, plus anywhere else there's a significant elevation change) using the floor of the entrance at 1-1 as the 0' point. Thus, just under where it shows '1-3' there'd be a -20' elevation marker; under 1-6 there might be a -25' marker (it appears there's a slope there), and so forth.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8760525, member: 29398"] Top down, every time. Isometric maps are a pain in the rear end, in that I can't just measure a distance and have it mean anything. I also find it very hard to eyeball distances on them, and their showing of verticality never works for me. And if DCCRPG - an otherwise fine system - has one glaring flaw, it's those hideous and almost-unusable maps they provide. Any line or drawing that isn't part of the functional map should not be there, period; and DCC maps are all too often often full of this needless clutter. On the map shown in post 3 there is also no indication as to which way is north; and while there's an easy-to-miss indicator that 1 square = 5 feet there's no squares shown in some of the larger chambers e.g. 1-6, 1-15, and 1-18 (though in 1-18 there is something very faint there). What that map also completely fails to tell me is the horizontal distance between the top of the bank/cliff at 1-2A and the bottom. Is the cliff vertical or does it have any sort of slope to it. Very relevant if, say, a caster is standing up there trying to target something at 1-4 that would be in range if the bank is vertical but out of range if it is not. To [USER=20323]@Quickleaf[/USER] , all your questions would be easily answered if the map-makers had provided elevation markers in various places on the map (ideally just beneath each room's number, plus anywhere else there's a significant elevation change) using the floor of the entrance at 1-1 as the 0' point. Thus, just under where it shows '1-3' there'd be a -20' elevation marker; under 1-6 there might be a -25' marker (it appears there's a slope there), and so forth. [/QUOTE]
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