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Why you shouldn't use 5 ft corridors
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<blockquote data-quote="Gez" data-source="post: 3582029" data-attributes="member: 1328"><p>Merric, have you ever been in Europe? 5-ft.-wide corridors ain't realism. Realism is 2-ft.-wide corridors.</p><p></p><p>I remember, long ago, reading an article wrote by Monte Cook (IIRC) about his surprise, as a game designer, upon discovering what a real medieval castle looked like.</p><p></p><p></p><p>In that they don't take advantage from the enemy not following them to cook something up. Like smoking them out.</p><p></p><p></p><p></p><p>As seen from the other side of the Atlantic, it was a source of snide comments about rampant obesity in the USA, honestly. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> As far as I'm concerned, the "one person per square" only applies for combat situations where people need room to dodge, lunge, duck, twist and otherwise manoeuver without bumping into their friend or sticking their sword in the wrong dude.</p><p></p><p></p><p></p><p>Exactly! Which brings my next point:</p><p></p><p></p><p></p><p>5-ft. isn't cramped. A cramped location would put penalties for the attackers! Again, see medieval castle conception, with minutes details like the rotation sense of stairways (meant to hamper right-winged swordsmen climbing the stairs, and thus making the stairs a defensive position).</p><p></p><p>TinH is neither roomy nor cramped. It's goldilocks.</p><p></p><p></p><p></p><p>You're forgetting one half of the equation. It could be the rules that are wrong.</p><p></p><p></p><p></p><p>That, of course, is an option that shouldn't be forgotten. If players get tired of dungeons, get them outside!</p><p></p><p></p><p></p><p>Not if he has cover. The tank stays right in front of the monster, providing cover for everyone to move away. Then he makes a five-foot-step to reach cover, after a full attack round. Next round, he moves away.</p></blockquote><p></p>
[QUOTE="Gez, post: 3582029, member: 1328"] Merric, have you ever been in Europe? 5-ft.-wide corridors ain't realism. Realism is 2-ft.-wide corridors. I remember, long ago, reading an article wrote by Monte Cook (IIRC) about his surprise, as a game designer, upon discovering what a real medieval castle looked like. In that they don't take advantage from the enemy not following them to cook something up. Like smoking them out. As seen from the other side of the Atlantic, it was a source of snide comments about rampant obesity in the USA, honestly. :] As far as I'm concerned, the "one person per square" only applies for combat situations where people need room to dodge, lunge, duck, twist and otherwise manoeuver without bumping into their friend or sticking their sword in the wrong dude. Exactly! Which brings my next point: 5-ft. isn't cramped. A cramped location would put penalties for the attackers! Again, see medieval castle conception, with minutes details like the rotation sense of stairways (meant to hamper right-winged swordsmen climbing the stairs, and thus making the stairs a defensive position). TinH is neither roomy nor cramped. It's goldilocks. You're forgetting one half of the equation. It could be the rules that are wrong. That, of course, is an option that shouldn't be forgotten. If players get tired of dungeons, get them outside! Not if he has cover. The tank stays right in front of the monster, providing cover for everyone to move away. Then he makes a five-foot-step to reach cover, after a full attack round. Next round, he moves away. [/QUOTE]
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