What do you think makes a good battlemap?

There isn’t a one size fits all set of rules, but I like:

  • multiple exits and entrances. If the party needs to flee, or there are reinforcements, then they’re should be a few ways on and off the battlefield
  • cover. A scattering of solid items to use as full or partial cover makes it easier for characters to move.
  • multiple paths allow units to circle behind enemies.

What do you look for in maps?

  • Deft@lemmy.fmhy.ml
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    1 year ago

    color matters not too bright and not too gloomy

    also no fucking grids in the art. programs do that enough