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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 · Running the game

How to push an enemy off a cliff in 5e: Shove, Push mastery, Thunderwave and the fall

To push an enemy off a cliff in 5e you need forced movement and an edge within reach of it. Shove pushes 5 feet on a failed save, the Push weapon mastery pushes up to 10 feet on a hit with no save, and Thunderwave and Repelling Blast push 10 feet. A creature that goes over takes 1d6 bludgeoning per 10 feet fallen and lands Prone. The rules give the target no save to grab the edge; some tables add one. Here is how each push works on the grid and what decides whether it lands.

· 5 min read

Read it

Close-up of the castle gatehouse and parapet

Battle maps

Battle maps

Throne room battle maps: the audience chamber as an arena

How to build a throne room battle map for D&D: the dais, the columns, the long approach, guards at the doors and where a fleeing monarch goes, with sizes in 5-foot squares.

· 5 min read

Battle maps

Building a caravan ambush battle map: wagon spacing, high ground and where the bandits stand

How to build a caravan ambush battle map for D&D: wagon spacing in squares, the wagon bed as high ground, draught animals as obstacles, the bandits' firing line, and the 2024 rules the fight leans on.

· 6 min read

Battle maps

Boss fight arena design: how to build a battle map for the villain

What a boss battle map needs that an ordinary room does not: a stage for the villain, something to fight over, height, changes the map itself triggers, and floor enough for a Huge creature to move.

· 7 min read

Battle maps

Cave battle maps: building caverns that do not look like rooms

How to make cave and cavern battle maps for D&D that feel organic: irregular chambers, stalagmites as cover, water and rubble as terrain, ledges and pits for height, and light that shapes the dark.

· 6 min read

Battle maps

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

A repeatable method for building battle maps fast: block the shape, floor and wall it, light it, then dress it. With the three mistakes that cost the most table time.

· 8 min read

Battle maps

3D vs 2D battle maps: what actually changes at the table

Where a 3D battle map earns its keep (height, cover, reading a room at a glance) and where a flat map is still the right answer. A practical comparison, not a graphics argument.

· 7 min read

Battle maps

Twelve dungeon map ideas that are not just corridors and boxes

Flooded vaults, collapsed floors, a chapel with a balcony, a mine cart line, a room that changes between rounds — dungeon shapes that create decisions instead of hallways.

· 8 min read

Battle maps

Tavern battle maps, and the bar fight everyone remembers

The layout that makes a tavern brawl work: sightlines, a bar to vault, tables to flip, a hearth that hurts, and stairs. Plus how to reuse one tavern for a whole campaign.

· 6 min read

Battle maps

Forest ambush encounters that are not a coin flip

Building the road-through-the-woods ambush so it is tense rather than a surprise-round execution: sightlines, cover, escape routes, and giving the party something to do on round one.

· 6 min read

Battle maps

Castle and siege battle maps: gates, walls and the courtyard fight

How to build a castle map that plays well — the gatehouse, the parapet, the killing ground, the postern — and how to run a siege without tracking a hundred soldiers.

· 7 min read

Running the game

Running the game

Surprise rules in D&D 2024: Disadvantage on initiative instead of a lost turn

The 5e 2024 surprise rules explained: surprised creatures roll initiative with Disadvantage instead of losing a turn, how Hide and Invisible feed in, and where ambushers must stand on the map.

· 5 min read

Running the game

Misty Step 5e rules on a grid: where a teleport can land and what stops it

Misty Step 5e rules on a grid: 30 feet to an unoccupied space you can see, no opportunity attacks, escaping a grapple, Dimension Door's 500 feet and 4d6 bad landing, and how walls block a teleport.

· 5 min read

Running the game

The Darkness spell in 5e: how it works on a grid, who can see, and who gets advantage

How the Darkness spell works in 5e (2024) on a grid: the 15-foot sphere in squares, who is Blinded, attacks into and out of it, Devil's Sight, Blind Fighting, and casting it on an object.

· 5 min read

Running the game

Dim light in 5e: what gets disadvantage, what does not, and what darkvision fixes

Dim light rules in D&D 5e (2024): disadvantage on Perception that relies on sight, not on attacks; how darkness differs; what darkvision really does; and how to light a map so it shows.

· 4 min read

Running the game

How long is a round in D&D 5e, in the game and at the table

A round in D&D 5e lasts six seconds of game time, so a minute is 10 rounds. How long a round really takes at the table, and practical ways a DM can make it shorter without rushing.

· 5 min read

Running the game

Lair actions in 5e: what changed in 2024, and how to use the map

How lair actions work in 5e, what the 2024 Monster Manual changed about initiative count 20, and how to write three lair effects that use the terrain on your battle map and move the party.

· 5 min read

Running the game

Moving through allies and enemies in D&D 2024

Can you move through an ally's space in 5e, or past an enemy? The 2024 rules for creature spaces, the size exception, why it costs double and where you cannot stop, square by square.

· 5 min read

Running the game

Climbing rules in 5e combat: what it costs, when to roll, and fighting from a ledge

The D&D 2024 climbing rules in combat: 1 extra foot per foot climbed, when a DC 15 Athletics check is warranted, what a ledge gives the creature on it, and what happens when a climber is shoved.

· 5 min read

Running the game

Invisible creatures on a grid: the 2024 rules and how to run them without cheating

The D&D 2024 rules for invisible creatures on a battle map: advantage and disadvantage, guessing a square, why invisible is not hidden, and how to track an unseen enemy on the grid fairly.

· 5 min read

Running the game

Improvised weapon damage in D&D 2024: the 1d4 default and what the environment does

Improvised weapon damage 5e rules for 2024: the 1d4 default, when a table leg counts as a club, proficiency and Tavern Brawler, and sensible damage for boiling oil, falling masonry and the fire pit.

· 6 min read

Running the game

Squeezing in D&D 2024: the rule that became Difficult Terrain, and what to do about the missing penalties

The squeezing rules 5e uses in 2024: a narrow opening one size too small is Difficult Terrain and nothing more, the 2014 penalties are gone, which gaps count, and a house rule that keeps it tactical.

· 5 min read

Running the game

Two-weapon fighting in D&D 2024: how dual wielding actually works

The two weapon fighting 5e rules as written in 2024: the Light property's bonus action attack, which weapons qualify, the ability modifier question, Nick, Dual Wielder, and what changed from 2014.

· 5 min read

Running the game

Underwater combat in D&D 2024: which attacks suffer, how long you can breathe, and how to draw depth

The underwater combat rules 5e uses in 2024: melee Disadvantage without a Swim Speed unless the weapon pierces, ranged attacks capped at normal range, fire Resistance, breath, and depth on a grid.

· 6 min read

Running the game

Reach weapons in D&D 2024: what 10 feet of reach does on a grid

The reach weapon rules in 5e: which weapons have it, attacking two squares away, opportunity attacks at 10 feet, diagonals, Polearm Master and Sentinel, and how Large creatures with reach cover a map.

· 5 min read

Running the game

Ready action rules in 5e: triggers, reactions, and the map habits that make it useful

The Ready action in the 2024 D&D rules: how to set a trigger, what your reaction can be, why a readied spell costs Concentration and a slot, and the doorway and stair positions where it pays.

· 5 min read

Running the game

5e vs Pathfinder diagonal movement, and the rule in between

Three ways tables measure a diagonal on a square grid — every diagonal costs 5 ft, the DMG's 5/10/5 alternating pattern, and true distance — and which one fits which table.

· 5 min read

Running the game

Line of sight rules in 5e: seeing, targeting and corners on a battle map

How line of sight works in 5e on a battle map: what blocks a target, obscurement versus cover, corners and pillars, the corner method from the DMG, and judging it from a token's eye level.

· 5 min read

Running the game

Mounted combat rules in 5e: mounts on a grid without the arguments

The 2024 mounted combat rules in 5e on a battle map: the shared space, controlled versus independent mounts, what mounting and dismounting cost, falling off, opportunity attacks and charging.

· 5 min read

Running the game

Light sources in 5e: torch, lantern and candle radius on the grid

Every 5e light source in squares: torch, hooded and bullseye lantern, candle, lamp, the Light and Daylight spells, bright versus dim light, what darkvision really does, and how to run a night fight.

· 5 min read

Running the game

Prone rules in 5e: standing up, crawling and attacks against you

The prone rules in 5e as the 2024 books write them: what knocks you down, what standing up costs, how crawling works, and how melee and ranged attacks change against a prone creature on the grid.

· 5 min read

Running the game

Area of effect templates on a square grid, counted in squares

How many squares a fireball covers, how to lay cones, lines and cubes on a 5-foot grid, the DMG token method for spheres, and the fast rulings that keep a spell from stopping play.

· 6 min read

Running the game

Cover in 5e: half, three-quarters and total, and how to judge it fast

The three kinds of cover in D&D 5e, what each does to AC and saves, the corner-to-corner method for deciding cover on a battle map, and why 3D maps make it a glance instead of an argument.

· 7 min read

Running the game

Creature sizes on a grid: how many squares each token takes

Tiny to Gargantuan, in squares: the space each D&D creature occupies on a 5-foot grid, what reach means for a Large monster, how squeezing works, and how to size tokens in a VTT.

· 6 min read

Running the game

Difficult terrain: what it costs, how to mark it, and when to use it

How difficult terrain works in D&D 5e — double movement cost, stacking with diagonals, climbing, swimming and crawling — and how to mark it on a battle map so nobody has to ask.

· 6 min read

Running the game

Flanking in 5e: how the optional rule works and whether your table should use it

The DMG's optional flanking rule explained: what counts as opposite sides on a square grid, why it hands out advantage too freely, and the alternatives DMs use instead.

· 6 min read

Running the game

How to run a tavern brawl in D&D: the rules and the map tricks

How to run a tavern brawl in D&D under the 2024 rules: improvised weapons, unarmed strikes, grapples and shoves on a crowded map, knocking people out, and why the tables are the terrain.

· 6 min read

Running the game

Opportunity attacks on a grid: what provokes and what does not

The 5e opportunity attack rule in plain terms: the one trigger that provokes, the moves that never do, how to read threatened squares on a battle map, and the cases tables argue about.

· 5 min read

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

Stop reading, start building

Every article here was written while using TerrainTale. Open the builder and start from a starter scene, no account needed.