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Building battle maps and running the fights on them

Twenty-odd articles on map design, grid rules, running combat online and what goes on inside a 3D virtual tabletop. Written for the DM with three hours of prep and a session on Tuesday.

Latest · Battle maps

How to make a D&D battle map without losing a weekend

Most battle maps die in the dressing stage. A DM opens an editor on Thursday, spends two hours placing barrels, and arrives at Sunday with a beautiful room the party walks through in ninety seconds. The fix is an order of operations: decide the fight first, build the shape that makes that fight interesting, and only then put anything on a table.

· 8 min read

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The Tabletop editor: a candlelit tavern scene in 3D with the asset shelf and inspector open

Running the game

Running the game

The 5-foot square, and why every grid rule comes back to it

Squares, creature sizes, reach, squeezing and difficult terrain, explained as one system built on the 5-foot cell — and what breaks when a map is not authored to it.

· 6 min read

Running the game

Diagonal movement in 5e: three rules, and when to use each

Every diagonal as 5 ft, the 5/10/5 variant, and true distance — how each one plays, which one your table probably wants, and how to stop arguing about it mid-fight.

· 5 min read

Running the game

Running combat online without slowing the game to a crawl

Why online fights take twice as long as table fights, and eight concrete changes — turn order, telegraphing, pre-rolled initiative, a shared timer — that get the pace back.

· 7 min read

Running the game

Initiative tracking that stays out of the way

What an initiative tracker has to do (order, current turn, round count, HP) and everything it should refuse to do. Plus how to handle surprise, lair actions and mid-fight arrivals.

· 6 min read

Running the game

Lighting and vision: making darkness do tactical work

Bright, dim and darkness as game mechanics rather than mood — plus darkvision, light sources with real range, and how to light a map so players walk where you want them to.

· 6 min read

Running the game

Theatre of the mind vs battle maps: the answer is both, on purpose

When narration beats a grid, when a grid beats narration, and a simple rule for switching between them mid-session without anyone losing the thread.

· 6 min read

Running the game

Height and verticality: using the third dimension in combat

Climbing, flying, falling, ranged attacks from above and the rules that govern them — and how to build maps with height that players actually use instead of ignore.

· 7 min read

Running the game

Session prep in thirty minutes: what to do and what to skip

A repeatable half-hour prep: the five beats, two maps, three names, one secret and a monster list. Everything else is optional, and most of it is procrastination in a nice hat.

· 6 min read

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