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DISCUSSING
In the Shadow of the Spire – Session 34D: The Battle Turns Again

Tee, now outside the tower, levitated into the air and tried taking potshots at the ratbrutes… but the dwarf, having safely retreated down the hall from the melee but still with a clear line of sight, started summoning fiery-eyed hawks with metallic, razor-sharp feathers to harry her. Their cruel beaks and claws took bloody gouges of flesh out of her.

2D battlemap = 2D thinking.

But if you neglect the third dimension in your game, then you’re flattening the game experience. (Pun intended.)

This session provides a pretty good sampler platter of third-dimensional stuff: The multi-level tower. The structure with both a rooftop and interior level. Windows looking down on the battlefield. Spider-creatures crawling around on the walls and swinging on webs. Flying imps. Levitating heroes. Leaping and climbing and all kinds of stuff.

A few things I think about when combat goes vertical.

Multiple Elevations. When designing your dungeon and/or battlemap, don’t forget to include multiple elevations. It won’t do you any good to remember that the third dimension exists during the fight if you get trapped by 2D-thinking during design and everything is flat as a pancake.

I kind of roughly think of this in terms of bumps and levels. The distinction here is not a particularly firm one, and I may have just made up those terms as a convenient way of leveling thoughts that have been pretty vague in my own head. A bump is basically just something that alters a continuous floor level — a dais, a rocky outcropping, a treehouse, etc.

A level, on the other hand, is a completely separate floor. A balcony flanking one side of a courtyard is a great example. You might also have a floating platform thirty feet above the ground, or a cliff that leads to a lower pit. It’s possible the two levels are directly connected, but they might have completely separate exits and entrances.

On that note, something to think about here is what the transition from one elevation to another looks like: Is it as easy as just stepping from one to another? A set of stairs or a ladder? Do you have to climb or jump? This will obviously have a profound impact on how the fight plays out, so think about the chokepoints you’re creating on the battlefield and how limited access can create challenges for both PCs and NPCs to overcome.

(And since NPCs can often have access to abilities that the PCs don’t — i.e., a dragon flying or giant spiders climbing on the walls — this can also create asymmetric battlefields.)

Levitation v. Flying. Of course, being able to move through the air is a great cheat code for navigating spaces with multiple elevation.

I think it’s important for levitation to feel distinct from flying, particularly in D&D. (They’re separate spells for a reason!) The key thing is that levitation only allows you to move straight up or down unless you can push or pull yourself along a wall or ceiling. This is fun in its own right because it creates a unique challenge for levitating characters, but in D&D it’s also how you set up the reward of unlocking full-blown flight later in the game.

Fun levitation “hacks” you can play around with: How far can you go by pushing hard off a surface? Do you just float in a straight line until you hit another obstacle (like an astronaut in zero-g)? Or is it more limited than that? (Maybe you could determine distance from a push-off the same way you would with a jump?)

Can you push off other combatants? Or be thrown by them? (And if so, how would you want to resolve that?)

Something else to think about is aerial strafing. The image of a dragon flying past a battlefield and unleashing a torrent of flame is pretty awesome. Some games will try to enforce that “realistic flying” (as opposed to magical/Superman-style “perfect” flight) mechanically, but many won’t (in part because a lot of those systems just turn into a huge bookkeeping headache).

If you want to try to enforce “realistic flying,” it’s probably enough to just require a minimum movement each round, and just assume that somehow the character is doing aerobatic maneuvering to pull off whatever path that movement actually takes.

Either way, even if it’s not mechanically “required,” you can still describe your dragons strafing the battlefield.

Tracking the 3rd Dimension. If you’re using miniatures, how do you keep track of all this?

If you’ve only got one or two or maybe a few fliers on the battlefield, I find it’s usually enough to just provide a clear indicator of THAT CHARACTER IS FLYING to help everyone keep track of things.

The most effective — and also visually pleasing — way of doing this, in my experience, is some kind of platform that the character’s miniature or token can sit on.

  • You can buy combat risers specifically made for this.
  • The dice cubes that d6s or other dice sets are sometimes sold in can be a great solution.
  • The little plastic platforms that pizza places use to hold up the box lid are also great. Plus, they’re free. All you need to do is start a collection.

I’ll often track the elevation of a flying character by just writing the number on the Chessex battlemap right next to them. If can’t write on the map, or don’t want to, you can also use numeric tokens or a stack of blank chits.

If you want more than that, more sophisticated combat risers will incorporate height-tracking, either through a gauge or through stackable pieces.

(The stackable risers are great because they give an easy visual reference for where different flying combatants are located in relation to each other. In my experience, though, it’s best not to get too tightly trapped in the idea of tracking specific 5-ft. or even 10-ft. increments with the risers. Partly because you can easily limit the flexibility of your three-dimensional space. But more importantly because fidgeting with stacks of plastic bits can be a real drag. So I tend to use the stackable risers to broadly indicate which vertical “level” combatants are on — these guys are all about ten feet up; these guys are about forty feet up; etc. — and, if more precision is needed, it can be handled through the other tracking methods we’ve described.)

Mapping 3D Spaces. Of course, if you’ve been designing areas with multiple elevations, it’s not just the combatants you need to depict verticality for.

If you’re using 3D terrain, of course, this problem can often take care of itself.

If the separate elevations are fairly clear, just noting the height difference on the map is often enough. For more complex spaces, you might want to sketch a side-view next to the primary battlemap, providing a quick reference for, e.g., how high the tower is vs. the carriage-house vs. the boulder vs. where the harpies are currently flying.

Tip: Duplicate minis or other tokens can also be to track figures simultaneously on both maps; the battlemap giving X-Y coordinates, and the side-map giving a X-Z coordinates.

Calculating Movement. Tracking the elevation of characters moving straight up and down isn’t too hard, but as soon as characters start moving at angles through the third dimension it’s easy for your brain to break.

Your grade school math teacher told you the Pythagorean theorem would be useful! And they were right!

But what I’ve done is actually prep an Aerial Distance Table: Calculate the horizontal distance and vertical distance traveled, and a quick cross-reference on the table will tell you far the character actually traveled in a straight line.

This table appears on page 78 of Legends & Labyrinths, so you can grab a copy for yourself.

Campaign Journal: Session 35ARunning the Campaign: Withdrawing in Victory
In the Shadow of the Spire: Index

3 Responses to “Ptolus: Running the Campaign – Combat Verticality”

  1. Random_Phobosis says:

    There are several terrain templates that facilitate 3d gameplay, while still being easy to depict on 2d plane. Those are especially handy for systems which use zones/areas instead of grid map. Each of those has restriction on what kind of terrain they can depict, but, once you get a hang of them, they can be easily improvised and sketched out for random encounters.

    Here are some examples
    1. A slope depicted with isometric perspective. If the terrain generally “descends” and you can’t “go around” obstacles, there’s no need to “rotate the camera”. Good for mountains, city streets, castle walls, treetop villages. Can be used with isometric grid.
    https://i.ytimg.com/vi/sLvY1zlPBCk/maxresdefault.jpg

    2. A hole-like location in the center, with vertical walls or slopes. Top-down view with enough perspective should show all the walls, even if they are vertical. Good for courtyards, side streets, pits, mines. Can be used with regular grid (disregarding the grid projected on vertical surfaces).
    https://i.ytimg.com/vi/bsE1iA48Wis/sddefault.jpg
    https://64.media.tumblr.com/ed7466de712842272674c1d2e935fe50/tumblr_inline_pb8w4ik7QS1rjiw17_500.jpg

    3. Side map, which, depending on perspective, can also show 2d plane, rather than 1d line, for the terrain between obstacles. Good for fortifications that can be “flattened” (towers, walls, moats) and are interesting to scale up.
    https://lh3.googleusercontent.com/proxy/AITwoVtqQmZ3zzFGZZCF2vzZO6j8KqLgIyhv9Hhmc9zG7STxHV28-Gy4Iympvv-vGLRI_pcaMxoP3xz0MM8B_EIY1q7QXxphBOndtOBTndndDAzWsYOjdwiw3YFFgS2KNFilOVk

    4. Front view of a building with the space before it shown with perspective. Good for buildings in which depth doesn’t matter (or can be show on separate map). Great for storming castles and infiltrating palaces.
    https://www.biblicalarchaeology.org/daily/bas-onsite/onsite-petra/attachment/petras-famous-khazneh-courtesy-nathan-steinmeyer-bas/

  2. Wyvern says:

    It should go without saying for anyone who’s played them, but Baldur’s Gate 3 and Solasta both get a lot of mileage out of verticality.

  3. Mary Kuhner says:

    I love the idea but find it a real headache in play. The distance tables will help, thank you! But also, the height indicators tend to stop working when characters are stacked vertically. 26 Medium sahuagin can in theory mob one PC in mid-ocean, but good luck putting that on the map.

    Paizo’s _Ruins of Azlant_ has a lot of underwater combat, which is conceptually similar to 3D combat in air. In particular the finale has a globe of magical water suspended in a larger globular cavern, mostly empty but with a few stone bridges and platforms. It was excruciatingly hard to run. The sphere shape of the water was hard; lines of sight were hard; characters had different speeds in air and water and this had to be tracked….I loved the imagery but found myself wishing I’d just put in a regular room instead, because play bogged down badly and adjucation led to an unusual number of arguments.

    We tried abandoning Pythagoras and just saying “one square is one square” but in the hands of a tactician this leads to bizarre results where you can zip round an enemy using diagonals if the map is oriented in your favor, but not otherwise. We couldn’t stomach this and reluctantly went back to having things bog down when the character tries to go 5 squares diagonally across the map while ascending 4 squares, also diagonally.

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