So this is kind of inspired by another thread, but also has been a question in my mind for a while now, since I'm running a campaign in which it's going to come up.
To set the context, I play with battlemats with maps (usually drawn, starting to add scatter) and with minis. This works great for 2D maps or what I call 2.5D, where there are raised or higher areas, but it's very limited (so maybe a hill, or an upper floor to a building or a walkable wall; basically where elevation has an effect, but it's not like you need multiple levels to your play area).
The problem is when you try to bring in the third dimension on a significant level - notably, I'm going to be running a combat against a flying dragon that tries to stay out of range except for attacks and when it has to be close (or forced to be close).
How do you deal with that? How.do you represent that on the board? Particularly if the party gets inventive and perhaps start flying as well? I also guess it's appropriate to include other 3D environments, like in water, etc.
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If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I use Combat Tiers for bigger miniatures and where height between multiple levels is needed (picture below). I also use the clear boxes that dice commonly come in as flight stands.
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Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)
I play with grid and when 3D is required, every 5' squares become 5' cubes for movement and range measurements and i take note of creatures or areas of effects emplacements when they're at higher altitude than the 2D map grid we're playing on, either making notes or using a dice on the side to set value corresponding to a distance.
The quick way is with a die. Put a d10 next to it with the side up showing it’s height in 10’s of feet. Or use percentile die if you want to get granular. We’ve also used dice boxes, and placed the mini on it, just to remind us it’s flying, again with the dice for altitude.
Also, I suggest establishing that the 5’ square everyone has been in is really a 5’ cube. Even if the Goliath sticks up halfway into the next vertical cube, or the halfling couldn’t realistically reach up to even one adjacent vertical cube. Things really get wonky when you start considering the vertical dimension, just calling everything 5’ and applying regular rules for reach and threatened to up and down as you would left and right areas makes it much simpler.
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So this is kind of inspired by another thread, but also has been a question in my mind for a while now, since I'm running a campaign in which it's going to come up.
To set the context, I play with battlemats with maps (usually drawn, starting to add scatter) and with minis. This works great for 2D maps or what I call 2.5D, where there are raised or higher areas, but it's very limited (so maybe a hill, or an upper floor to a building or a walkable wall; basically where elevation has an effect, but it's not like you need multiple levels to your play area).
The problem is when you try to bring in the third dimension on a significant level - notably, I'm going to be running a combat against a flying dragon that tries to stay out of range except for attacks and when it has to be close (or forced to be close).
How do you deal with that? How.do you represent that on the board? Particularly if the party gets inventive and perhaps start flying as well? I also guess it's appropriate to include other 3D environments, like in water, etc.
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.
I use Combat Tiers for bigger miniatures and where height between multiple levels is needed (picture below). I also use the clear boxes that dice commonly come in as flight stands.
Mother and Cat Herder. Playing TTRPGs since 1989 (She/Her)
I play with grid and when 3D is required, every 5' squares become 5' cubes for movement and range measurements and i take note of creatures or areas of effects emplacements when they're at higher altitude than the 2D map grid we're playing on, either making notes or using a dice on the side to set value corresponding to a distance.
The quick way is with a die. Put a d10 next to it with the side up showing it’s height in 10’s of feet. Or use percentile die if you want to get granular.
We’ve also used dice boxes, and placed the mini on it, just to remind us it’s flying, again with the dice for altitude.
Also, I suggest establishing that the 5’ square everyone has been in is really a 5’ cube. Even if the Goliath sticks up halfway into the next vertical cube, or the halfling couldn’t realistically reach up to even one adjacent vertical cube. Things really get wonky when you start considering the vertical dimension, just calling everything 5’ and applying regular rules for reach and threatened to up and down as you would left and right areas makes it much simpler.