Battle Map DnD Essentials: What Makes a Map “Table-Ready”

Creating a table-ready battle map is essential for enhancing your D&D gameplay, whether on a physical table or a Virtual Tabletop (VTT). A well-designed map ensures clarity and usability, allowing players to immerse themselves in the experience. This article will provide you with the necessary technical specifications, design essentials, and tools to create effective battle maps.

What you’ll learn in this article

1. What “Table-Ready” Means (Physical tables vs Virtual Tabletops)

When we talk about a “table-ready” battle map, we’re referring to maps that can be used immediately for play, without additional setup. This means that whether you’re playing on a physical tabletop or a Virtual Tabletop (VTT), your map needs to be optimized for quick use. For physical tables, this often involves clear positioning, terrain effects, and tactical affordances that can be seen from a distance. In contrast, VTTs require modular layered files that allow for dynamic interactions and quick loading times.

For physical play, a table-ready map typically features a precise 1″ = 5 ft grid that is visible from about 3 to 5 feet away. Using durable materials like vinyl or laminated surfaces helps ensure the map withstands the wear and tear of miniatures and dice. To illustrate, a Chessex vinyl mat is a great example of a physical map that you can quickly set up and play on. For VTTs, maps must be created in a modular way, using separate layers for walls, lights, and terrain, often exported in formats like PNG or PSD to allow for flexibility in gameplay.

1.1 Table-ready for physical play: materials, print clarity, and scale

For creating a table-ready battle map for physical play, the specifications are quite specific. You want to aim for a minimum of 300 DPI (dots per inch) for print quality, ensuring that details remain sharp. Common print sizes include 24″ x 36″ or tiled sheets that can be assembled at the table. The grid should consist of 1-inch squares that are easily visible from a distance of 3 to 5 feet. Additionally, using materials like matte or laminated paper can help reduce glare, allowing players to see the details clearly.

When you print your maps, remember to include a bleed area of about 0.125 inches. This is crucial for ensuring that no important details are cut off during the printing process. A practical tip is to tile your printable sheets into standard sizes like 8.5 x 11 inches or A4, which makes them easier to handle and assemble. After printing, I often test the fit of my miniatures to ensure they align perfectly with the grid, which can save a lot of frustration during gameplay.

1.2 Table-ready for VTTs: file size, layering, and performance

For VTTs, a table-ready map needs to be optimized for screen use. This means creating separate PNG files for walls, lights, and terrain elements, which allows for layering and transparency. The target file size should be under 10 MB to ensure quick loading times, particularly for platforms like Roll20. Aim for a pixel density of 70 to 140 pixels per grid square, depending on the level of detail required. For example, if you are using a 20 x 15 grid at 140 pixels per square, your final image should be approximately 2800 x 2100 pixels.

One effective approach is to provide multiple levels of detail (LOD). For instance, a high-detail version at 140 pixels per square can be used for players with strong internet connections, while a lower detail version at 70 pixels per square is perfect for those on slower devices. Tools like Dungeon Scrawl are great for prototyping quick maps, allowing you to export grid-snapped PNGs that are suitable for platforms like Foundry or Roll20.

2. Technical Specifications and Exports

In the world of battle maps, getting the technical specifications right is essential for ensuring that your maps are both functional and visually appealing. For print maps, you should always work at a resolution of 300 DPI. This ensures that your details remain sharp and clear when printed. For VTT maps, however, a resolution of 72 DPI is typically sufficient, as it is optimized for screen use.

When it comes to pixel dimensions, a standard calculation is to multiply your grid count by the pixel density (PPI). For example, if you have a 20 x 15 grid at 140 PPI, your canvas size should be 2800 x 2100 pixels. This will give you a clear and detailed map that looks great both in print and on-screen. Be sure to export your maps in the appropriate file formats: PNG for VTTs, PSD or TIFF for layered editing, and PDF for print-ready files.

2.1 Resolution, DPI and pixel dimensions for print and VTT

Close-up of a grid on a battle map for D&D

Maintaining the correct resolution is vital for the usability of your maps. For print, stick to a resolution of 300 DPI to ensure clarity. For VTT, use 72 DPI, which is optimized for screens. The grid pixel sizes you should target are typically between 70 to 140 pixels per square. For instance, if you’re creating a 20 x 15 grid, at 140 pixels per square, your final export dimensions would be 2800 x 2100 pixels.

It’s also prudent to consider lower-end devices. You may want to provide a mobile-friendly variant of your map at 50 to 70 pixels per square. This ensures that players on less powerful devices can still enjoy your maps without lag. A quick snippet of math to remember: pixels = grid_count × pps (e.g., for a grid count of 20 and 140 pps, it would be 20 × 140 = 2800 pixels wide).

2.2 File formats, layered exports, and grid variants (PNG, PSD, TIFF, JPG)

When exporting your battle maps, the choice of file format is crucial for ensuring usability across different platforms. For VTTs, use PNG files with alpha transparency, as they allow for layering and are generally more compatible with various VTT software. For layered editing, PSD or TIFF formats are recommended, as they preserve your layers and allow for easy adjustments later. While JPGs can be used for flattened previews, they should be avoided for line art due to potential loss of quality.

It’s also wise to create both grid and no-grid variants. Keeping the grid as a separate layer allows for flexibility, letting you toggle it on or off based on the needs of your players. When providing your maps, consider including a flattened preview JPG at 72 DPI that is under 1 MB for storefronts and quick downloads. This way, potential buyers can get a good look at your work without needing to download the full file right away.

File size is a critical factor when preparing maps for VTT use. Aim to keep your files under 10 MB, as larger files can lead to slow loading times and a frustrating experience for players. You can achieve this by compressing your images using tools like TinyPNG or the “Save for Web” option in Photoshop. A quality setting of around 80% is usually sufficient to maintain visual integrity while reducing file size.

Consider creating multiple levels of detail (LOD) for your maps. A high-resolution version for Foundry or dedicated hosts can be paired with an optimized version for Roll20 or mobile users. If your map exceeds 10 MB, consider splitting it into tiles to manage load times effectively. This way, players can stream the map in sections, ensuring a smoother experience.

3. Grids, Scale, and Token Sizing

Understanding the importance of grids, scale, and token sizing is essential for creating an effective battle map. The standard grid size for D&D is a 5 ft = 1 inch ratio, which means each grid square should be set accordingly. For VTTs, grids should be set to between 70 to 140 pixels per square, depending on the level of detail required. For instance, if you’re designing a 20 x 15 grid at 140 pixels per square, your final dimensions should be 2800 x 2100 pixels.

Token sizing is another crucial aspect. Standard sizes for tokens are: Medium (140 x 140 pixels), Large (280 x 280 pixels), and Huge (560 x 560 pixels). It’s important to prepare your tokens as transparent PNGs, as this allows for better visibility on the map. Additionally, adding a thin border or shadow to your tokens can help them stand out against the background, making it easier for players to identify their characters.

3.1 Common grid sizes and conversions (5 ft = 1″, grid-to-pixel examples)

When creating a battle map, it’s essential to have a clear understanding of grid sizes and conversions. The standard conversion is that 1 inch equals 5 feet in the game, and your grid should reflect that. For example, if you’re working with a 20 x 15 grid at 140 pixels per square, your final export should be 2800 x 2100 pixels.

Layered map design for virtual tabletop gameplay

To make things easier, you can create a quick conversion table for reference. For instance, if you have a grid count of 20 and you’re working at 140 pixels per square, simply multiply the grid count by the pixel density to find the total pixel dimensions (20 x 140 = 2800 pixels wide). This way, you can ensure your maps are the correct size for both print and digital play.

3.2 Token sizes: minis, 1″/2″/3″ equivalents and pixel recommendations

Token sizing is critical for ensuring that your miniatures fit well on the map and are easily identifiable. For D&D, the standard sizes are as follows: Medium tokens are typically sized at 140 x 140 pixels, Large tokens at 280 x 280 pixels, and Huge tokens at 560 x 560 pixels. It’s important to prepare these tokens as transparent PNGs, which not only helps them stand out but also ensures they fit neatly into the grid.

To ensure consistency and clarity, consider adding a drop shadow or colored ring around your tokens. This will help distinguish them from the background and other elements on the map. Additionally, you might want to include animation-friendly frames for virtual tables, providing a more dynamic experience for players using platforms like Roll20 or Foundry.

3.3 Snap-to-grid vs free-form movement: pros and cons

When designing your battle maps, you’ll need to decide between snap-to-grid and free-form movement options. Snap-to-grid enforces rules and simplifies range and line of sight calculations, making it easier for players to understand their positioning. This is particularly useful in combat scenarios where precise measurements are crucial.

On the other hand, free-form movement allows for a more cinematic and flexible approach to positioning, enabling players to move more fluidly around the map. However, this can complicate adjudication and range measurement, leading to potential disputes during gameplay. A hybrid approach is often recommended: use snap-to-grid for most encounters while allowing free-form movement for non-combat scenarios.

4. Design Essentials for Playability

Designing a battle map that is both visually appealing and functional is key to enhancing the gaming experience. One of the most important aspects is readability. High contrast between different map elements, such as floors and walls, is essential for players to quickly identify terrain features. Use lineweights of 2-4 pixels for walls and ensure that any labels are in bold sans-serif fonts sized between 12 to 24 points for optimal table readability.

Another essential factor is the depiction of sightlines and cover. Use solid black polygons to represent total cover and semi-transparent shapes for dim lighting. Clear visual indicators for half and full cover will help players understand their tactical options quickly. You can also use color-coding and opacity overlays to indicate hazards, improving the overall clarity of your map.

4.1 Readability: contrast, lineweight, and labeling at table distance

Readability is a critical design element for any battle map. High contrast between the various elements—such as the floor and walls—ensures that players can quickly identify their surroundings. Use wall lineweights of 2-4 pixels and choose bold sans-serif fonts for labels, keeping the size between 12 and 24 points. This helps ensure that everything remains legible from a standard tabletop distance of 3 to 5 feet.

In addition to visual clarity, consider the placement of your labels. It’s often beneficial to place labels on a separate layer to avoid occlusion by tokens. You might also want to test your map in grayscale to ensure that all elements remain distinguishable, regardless of color perception. A quick way to ensure readability is to perform a 100% zoom check of your maps to verify that all lines and labels are clear.

4.2 Sightlines, cover, and tactical clarity

Printed battle map showing tactical elements

Providing clear sightlines and cover on your battle map is essential for tactical gameplay. Use solid black polygons to represent total cover and semi-transparent shapes to indicate dim lighting. This helps players quickly assess their options during combat. Additionally, you can visually represent hazards using color-coding and opacity overlays, which enhances clarity and makes it easier for players to strategize.

It’s also important to explicitly mark the type of cover on the map. Include this information in a legend or key, ensuring that players can quickly understand what each symbol or color represents. For example, you might indicate pews as half-cover and use a different icon for difficult terrain. This clarity will speed up gameplay and reduce the need for constant clarification during encounters.

4.3 Layering for dynamic lighting, occlusion, and destructible scenery

Layering is a vital aspect of battle map design, particularly for VTT use. By separating elements like walls, lights, and destructible terrain into different layers, you can create a more dynamic gaming experience. This allows for features like dynamic lighting and occlusion, where players can only see what their characters would realistically be able to perceive.

When exporting your maps, make sure to name your layers clearly for easy identification. For example, you might label layers as “01_Floor,” “02_Walls,” “03_Lights,” and “04_Occlusion.” This organization will make it easier for GMs to import the layers into their VTT platforms. Additionally, exporting each layer separately will enable GMs to use features like lighting effects effectively, enhancing the overall gameplay experience.

5. Tools and Workflows (Authoring & Editing)

When it comes to creating battle maps, having the right tools and workflows can make a significant difference in both efficiency and quality. Raster tools like Procreate, Photoshop, Affinity, and GIMP are excellent for detailed art creation. For example, Procreate offers a variety of brushes and layers that can help you create intricate designs quickly, while Photoshop is excellent for its actions and layer comps that streamline the editing process.

Vector and map-focused tools such as Wonderdraft, Inkarnate, DungeonDraft, and Tiled are particularly useful for creating modular maps. These tools allow for quick layouts and scalable exports, making them ideal for both new and experienced map creators. For instance, using DungeonDraft for modular dungeon building can save you time, allowing you to focus on fine-tuning your designs in a raster editor like Photoshop afterward.

5.1 Raster tools: Procreate, Photoshop, Affinity, GIMP — practical workflows

Each raster tool has its strengths, making it essential to choose the right one for your specific needs. Procreate is ideal for organic art with its extensive brush library and intuitive interface. Photoshop excels in layer management and batch processing, allowing you to automate repetitive tasks through actions. Affinity offers a hybrid of vector and raster capabilities, while GIMP is a free option that still provides a lot of powerful features.

To streamline your workflow, consider adding the grid as a separate layer in your maps. This allows for easy adjustments and ensures that your grid aligns correctly with your artwork. A practical tip is to create batch export actions in Photoshop that automatically generate both NoGrid and WithGrid variants of your maps, saving you time during the export process.

5.2 Vector & map-focused tools: Wonderdraft, Inkarnate, DungeonDraft, Tiled

Vector and map-focused tools, like Wonderdraft and Inkarnate, are fantastic for creating overland maps and quick assets. These tools allow for a more structured approach to map design, making them perfect for beginners and experienced designers alike. DungeonDraft and Tiled, on the other hand, are great for modular dungeon building, allowing you to create intricate maps that can easily be assembled and reused.

Colorblind-friendly battle map variant for accessibility

One effective strategy is to use Tiled for creating tilemaps that export in TMX/JSON format, which can be directly imported into VTT software like Foundry. This ensures that your maps are not only visually appealing but also functional in a digital setting. For example, using DungeonDraft for your initial layout can save you time, allowing you to focus on enhancing your designs in a raster software afterward.

5.3 Quick workflows: making seamless tiles, snapping, and export presets

Creating seamless tiles and using snapping features can significantly speed up your map-making process. To create seamless textures, start by designing one tile at your target pixels per square (pps), then use offset and clone features to test the seams for alignment. This ensures that when the tiles are assembled, they fit together perfectly without visible gaps.

It’s also a good idea to set up export presets for your maps, allowing you to quickly generate multiple variants. For example, you might create presets for NoGrid at 70 pps, NoGrid at 140 pps, and WithGrid at 140 pps. This streamlines your workflow and ensures that you have all the necessary versions ready for different uses, whether it’s for print or VTT.

6. Virtual Tabletop (VTT) Preparation and Platform Notes

Preparing your battle maps for Virtual Tabletops (VTT) requires a different approach compared to physical maps. Each platform has its own specifications, so understanding these can help you create maps that perform well. For instance, Foundry VTT excels at dynamic lighting and allows for layering, while Roll20 has upload limits that you need to consider.

When exporting your maps for VTT use, ensure that you provide layered PSDs or PNGs along with separate grid files. This adds flexibility when it comes to gameplay, allowing GMs to adjust as needed. A universal test procedure is also helpful: upload your map, set the grid, place tokens, and test line of sight to ensure everything works as intended.

6.1 Foundry, Roll20, Fantasy Grounds: platform-specific tips

Each VTT platform has unique characteristics that can affect how your maps perform. For Foundry, take advantage of its support for dynamic lighting by using layered tiles and naming layers with indices. For Roll20, it’s important to provide a flattened, compressed NoGrid image to ensure optimal upload behavior. Meanwhile, Fantasy Grounds has specific requirements for importing maps and tokens, so be sure to bundle your assets appropriately.

One practical tip for Foundry is to tag layers with elevation to allow for more complex lighting effects. In Roll20, consider providing a separate grid overlay tile to ensure that players can easily see the grid while navigating the map. This attention to detail can enhance the overall experience and make your maps more user-friendly.

6.2 Lighting, fog of war, and token/vision setup examples

Setting up lighting and fog of war in your VTT maps can greatly enhance the gaming experience. Use radial glow PNGs for your light sources, setting the radius to appropriate distances (e.g., 30 ft for bright light and 60 ft for dim light). Additionally, create player-vision copies masked with fog to allow GMs to control what players can see during gameplay.

For example, if you’re designing a chapel ambush scenario, you might set a shaman’s light to have a bright radius of 30 feet and a dim radius of 60 feet. By carefully planning your lighting and fog, you can create scenarios that build tension and intrigue, keeping players engaged.

Illustration GM Craft Tavern

Performance tuning is essential for ensuring that your VTT maps load quickly and run smoothly. Aim to keep your file sizes under 10 MB, as larger files can hinder performance. If you find your maps are exceeding this limit, consider splitting them into smaller tiles to manage the load better. This way, players can stream the map in sections, which improves their experience.

Additionally, reduce overdraw by minimizing large semi-transparent layers in your maps. This not only improves performance but also enhances the overall visual quality. Providing at least two quality tiers for your maps—one high-resolution for dedicated hosts and another optimized for slower connections—can also be beneficial.

7. Printing, Materials, and Physical Presentation

When it comes to printing your battle maps, the materials and presentation you choose can significantly impact their usability. For the best results, consider using durable materials such as vinyl, laminated posters, or battlemats. These options not only provide a professional finish but also ensure that your maps can withstand repeated use during gameplay.

It’s essential to include a bleed area of 0.125 inches when preparing your maps for print. This prevents important details from being cut off during the printing process. Additionally, you should design your maps at the final print size, typically at 300 DPI, and tile them into sheets for larger maps to make them easier to handle.

7.1 Print materials: vinyl, laminated poster, battlemats, and tiles

Choosing the right materials for your printed battle maps can make a significant difference in durability and usability. Vinyl is a great option for reusability, while laminated posters offer a cost-effective solution for durable prints. Cardstock is ideal for tiles, as it provides a sturdy base for modular layouts.

When selecting cardstock, aim for a weight of around 160–250 gsm to ensure that your tiles are durable enough for gameplay. Additionally, consider using matte laminates, which reduce glare and improve visibility during play. Testing your print materials before committing to bulk orders can save you from costly mistakes later on.

7.2 Print scaling, bleed, and gutter considerations

When preparing your maps for print, scaling, bleed, and gutter considerations are crucial for ensuring that everything aligns correctly. Always include a bleed area of 0.125 inches to avoid cutting off essential details. Additionally, account for gutters when tiling your prints, ensuring that grid alignment remains intact across all tiles.

One practical tip is to design your grid to snap to whole-inch edges to facilitate alignment across tiles. This will help prevent misalignment when assembling your printed map. A quick checklist to test alignment after printing can save you from having to reprint sections due to minor errors.

7.3 Preparing printable map tiles and pans (stepwise process)

To create printable map tiles and pans effectively, follow a structured procedure. Start by designing your map at the final print size, ensuring that you add a bleed area. Once your design is complete, export it as a PDF/X-1a for high-quality printing. After that, tile the PDF using a cutter to prepare it for assembly.

Illustration GM Craft Tavern

In addition to creating the tiles, consider providing a checklist for gluing or mounting the tiles onto foam core for elevation pieces. This adds an extra dimension to your maps, enhancing the gameplay experience. By following these steps, you can turn your digital designs into durable physical maps that are ready for action.

8. Accessibility and Variants

Creating accessible battle maps is essential for ensuring that all players can enjoy the game. One way to enhance accessibility is by using colorblind-friendly palettes, such as orange and blue, instead of red and green. Additionally, offering high-contrast variants can help players with visual impairments better distinguish between different elements on the map.

Always provide at least one colorblind-friendly variant of your map, as well as a high-contrast version. Incorporating larger sans-serif fonts (24 pt or larger) can also improve readability for players sitting at a distance. Testing your maps using tools like Coblis, which simulates colorblindness, can help you identify potential issues before releasing your maps.

8.1 Colorblind-friendly palettes and high-contrast variants

When designing your battle maps, consider using colorblind-friendly palettes to ensure that all players can easily interpret the map. A common recommendation is to use orange and blue instead of red and green, as these colors are easier for many colorblind individuals to differentiate. Testing your palettes with tools like Coblis can help verify their accessibility.

In addition to providing a colorblind-friendly variant, consider including swatches with each map to clarify what colors represent different elements. This practice not only aids in accessibility but also improves the overall usability of your maps. A quick note in the product README about which colors are used for hazards or important features can also be beneficial.

8.2 Font choices and label placement for distance viewing

Choosing the right font and label placement on your battle maps is crucial for ensuring that players can read important information from a distance. Use bold sans-serif fonts that are 24 pt or larger to enhance visibility. Additionally, consider placing labels on a separate layer to avoid occlusion by tokens, which can obscure vital information during gameplay.

Labeling conventions can also play a significant role in clarity. Avoid placing labels too close to the edges of the map, as they may get cut off during printing. Instead, use margins or semi-transparent overlays to ensure that labels remain visible and don’t obstruct gameplay. This attention to detail can vastly improve the player experience at the table.

8.3 Grayscale and tactile-friendly print options

Offering grayscale variants of your battle maps can enhance accessibility for players who may have difficulty with color. When preparing these versions, ensure that all elements remain distinguishable in grayscale, as this will help players who may have color vision deficiencies. Testing desaturated versions of your maps can help identify any potential issues before finalizing your designs.

In addition to grayscale options, consider providing tactile-friendly print ideas, such as raised-line printing or embossed cues. This can help players with visual impairments interact with the map more effectively. Including at least one tactile-friendly option in your product offerings can show your commitment to inclusivity and enhance the overall gaming experience for all players.

9. Asset Management, Versioning, and Delivery

Illustration GM Craft Tavern

Effective asset management is crucial for ensuring that your battle maps are user-friendly and easy to navigate. Start by organizing your files into a clear folder structure. A recommended structure might look like this: /Campaign/Encounter01/Map_v2/{Full.png, Player.png, Tokens/, Layers/}. This organization helps keep everything tidy and makes it easier for users to find what they need.

Naming conventions are also essential. Use clear and descriptive names that include grid dimensions and pixel density, such as “MapName_20x15_140pps_NoGrid.png.” This practice not only aids in organization but also helps users quickly identify the files they need. Including a README file that outlines how to use your assets, along with a credits.txt file for attributions, can further enhance usability.

9.1 Folder structure and naming conventions

Creating a standardized folder structure is essential for effective asset management. A recommended structure might include folders for each campaign and encounter, such as /Campaign/Encounter01/Map_v2/{Full.png, Player.png, Tokens/, Layers/}. This clear organization helps keep your files tidy and easy to navigate, which is especially helpful for GMs or designers working with multiple assets.

In addition to a clear folder structure, naming conventions play a crucial role in asset management. Use descriptive names that include grid dimensions and pixel density, like “MapName_20x15_140pps_NoGrid.png.” This way, users can quickly identify the files they need without having to open each one to check.

9.2 Export presets, meta files, and README for buyers/DMs

Including export presets and a README file for your maps can greatly enhance the user experience. Export presets allow you to streamline the process of generating different versions of your maps, such as NoGrid and WithGrid variants. This saves time and ensures consistency across your files. You might consider providing a sample .atn (Photoshop action) or .abr (brush) file to help users automate their workflows.

Your README file should include critical information about your maps, such as scale and grid sizes, token sizing guidelines, and platform-specific tips for uploading to various VTTs. This document acts as a guide for users, helping them to make the most of your assets. Including a credits section can also promote transparency and ensure that proper attribution is given to asset sources.

9.3 Licensing, attribution, and combining purchased/free assets

When creating and sharing your battle maps, it’s important to track attributions and licenses carefully. Use a credits.txt file to list each external asset and its corresponding license or URL. This practice not only promotes transparency but also helps you avoid legal issues related to asset usage.

Be mindful of the licensing terms when combining purchased and free assets. For example, many Creative Commons licenses allow for certain types of use but may prohibit commercial resale. Providing quick legal checklists for common license types can help clarify what is permissible, ensuring that users can use your maps without fear of violating copyright.

10. Practical Example Encounter (Layout, Lighting, Tokens)

For a practical example of a battle map encounter, consider a chapel ambush scenario designed for four players against six orcs and a shaman. The map should be set on a 25 x 20 grid, using a 140 pixels per square scale. The altar can serve as an objective, while pews provide half-cover for players. Placing the shaman on a balcony can create interesting vertical dynamics during the encounter.

Illustration GM Craft Tavern

To enhance the tactical experience, consider including lighting placements that create tension, such as bright light near the altar and dim lighting in the corners. You can also strategically place obstacles to encourage movement and engagement from players. For example, ensure that there are at least three tactical routes available for players to maneuver, with at least one vertical element such as a balcony or stairs.

10.1 Encounter brief: scenario, map scale, and objectives

In the chapel ambush scenario, the setup involves four player characters facing off against six orcs and a shaman. The map is designed on a 25 x 20 grid, allowing for ample tactical movement. The altar serves as a central objective, while the balcony provides elevation for the shaman, creating a dynamic battlefield.

For objectives, consider including variants such as rescue missions, sabotage goals, or a time-limited ritual that players must interrupt. This flexibility allows you to tailor the encounter to different play styles and keep your sessions fresh and engaging.

10.2 Placement of obstacles, cover, and lighting for tactical interest

When designing your battle map, the placement of obstacles and cover is crucial for creating a dynamic and engaging encounter. Use pews as half-cover to provide players with tactical options during combat, while the altar can be marked as difficult terrain. Additionally, consider using chandeliers or other elements as visual markers for difficult terrain or hazards.

To enhance the tactical interest, ensure that there are multiple routes for players to navigate through the space. Aim for a percentage breakdown of about 60% open space, 20% cover, and 20% hazards. This distribution encourages movement and strategy, making for a more engaging game session.

10.3 Exact token sizes and movement examples

When preparing tokens for your chapel ambush encounter, use the standard D&D sizing conventions. For example, Medium tokens should be sized at 140 pixels with a red border for enemies, while player characters can have blue tokens for easy identification. The shaman, being a larger figure, should be represented on the balcony with a token that reflects its size and position.

For movement examples, illustrate how characters can interact with the environment. For instance, if a player character moves 30 feet, they can navigate across the grid to engage an enemy. Use clear coordinates to demonstrate how spells or area-of-effect abilities (AoE) interact with the grid, such as a fireball centered at E10 covering a 3×3 area.

Fox’s take

Creating a table-ready battle map is a blend of art and science. By focusing on the technical specifications and design essentials, you can craft maps that enhance gameplay and immersion for your players. Whether you’re designing for physical tables or VTTs, the principles of clarity, accessibility, and tactical depth are paramount.

Investing time in understanding the tools and workflows will pay off in the long run, making the map creation process smoother and more efficient. Remember, a well-designed map can elevate the entire gaming experience, making every session memorable.

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FAQ

What pixel size and DPI should I use for printing?

Aim for 300 DPI for print; common sizes are 24″ x 36″.

How do I create a player-only vision map?

Use layers with semi-transparent overlays for fog of war.

What file formats should I include when sharing maps?

Include PNG for VTTs and PSD or TIFF for layered editing.

What grid size should I use for D&D maps?

Use a 5 ft = 1 inch ratio, typically 140 pixels per square.

How can I ensure my map is accessible?

Use colorblind-friendly palettes and high-contrast variants.

Sources