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Why you shouldn't use 5 ft corridors
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<blockquote data-quote="tzor" data-source="post: 3581503" data-attributes="member: 12826"><p>When I first glanced at your first post, especially after you mentioned “realism” I really felt like I needed to rant a bit. Then I realized my real rant is the absurd notion that dungeons with 5’ hallways are “realistic.” Then I saw your excellent example which is really the “WTF” of dungeon design.</p><p></p><p>OK, I'll admit it. I come from the primitive days when the game was “let’s see how many rooms we can cram into our graph paper" and every wall was paper thin. That wasn’t “realistic.” Neither are, on the other hand, long 5’ hallways for the sake of 5’ long hallways. The example you cite, where the hallway serves no useful architectural function whatsoever.</p><p></p><p>I do like dungeon maps to be realistic, but I really want them to be reasonable. I’ve seen real maps of dungeons, and tombs. They tend to be quite dull. They don’t have 5’ hallways just for the sake of having 5’ hallways. (One reasonable exception is when you have to travel a very long way – that is a real tunnel – or when you actually have a large space that has been subdivided into a number of rooms with a common hall in the middle.)</p><p></p><p>Clearly there are reasons why you would want to limit line of sight and line of fire especially when plot considerations are made. Even then one needs something that is somewhat realistic and within the context of the standard party adventure reasonable from a combat perspective. That example is clearly neither.</p></blockquote><p></p>
[QUOTE="tzor, post: 3581503, member: 12826"] When I first glanced at your first post, especially after you mentioned “realism” I really felt like I needed to rant a bit. Then I realized my real rant is the absurd notion that dungeons with 5’ hallways are “realistic.” Then I saw your excellent example which is really the “WTF” of dungeon design. OK, I'll admit it. I come from the primitive days when the game was “let’s see how many rooms we can cram into our graph paper" and every wall was paper thin. That wasn’t “realistic.” Neither are, on the other hand, long 5’ hallways for the sake of 5’ long hallways. The example you cite, where the hallway serves no useful architectural function whatsoever. I do like dungeon maps to be realistic, but I really want them to be reasonable. I’ve seen real maps of dungeons, and tombs. They tend to be quite dull. They don’t have 5’ hallways just for the sake of having 5’ hallways. (One reasonable exception is when you have to travel a very long way – that is a real tunnel – or when you actually have a large space that has been subdivided into a number of rooms with a common hall in the middle.) Clearly there are reasons why you would want to limit line of sight and line of fire especially when plot considerations are made. Even then one needs something that is somewhat realistic and within the context of the standard party adventure reasonable from a combat perspective. That example is clearly neither. [/QUOTE]
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