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Savaş haritaları kurmak ve üzerlerinde savaşları yönetmek

Harita tasarımı, ızgara kuralları, çevrimiçi savaş yönetimi ve bir 3D sanal masanın içinde neler döndüğü üzerine yirmi küsur yazı. Üç saatlik hazırlığı ve salı günü oturumu olan DM için yazıldı.

Daha fazla yazı, İngilizce

Henüz çevrilmedi; bunlar İngilizce orijinali açar.

Running the game

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

How to push an enemy off a cliff or into a pit in 5e: Shove's save, the 10-foot Push mastery, Thunderwave, Repelling Blast, falling damage, and whether the target can catch the edge.

· 5 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

Virtual tabletops

Running a D&D map from a ceiling projector instead of a TV

A projector aimed down at the table skips the size limit of a TV. Mounting height and throw distance, keeping the room dim without losing character sheets, and the mat it needs underneath.

· 5 dk okuma

The library

What Hero Forge actually exports

Hero Forge's three exports explained plainly — the free screenshot, the paid 3D Digital download, and the paid STL — and which ones a general 3D virtual tabletop can actually import.

· 6 dk okuma

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 dk okuma

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 dk okuma

The library

Bring your own miniatures: importing .glb, .obj, .fbx and .stl

Which 3D model formats a virtual tabletop can take directly, what happens to a heavy file on import, and where model import sits on the free and Premium plans.

· 5 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

The library

PBR materials vs. flat textures: why the floors look real

What separates a PBR-generated floor from a flat cartoon texture, and why TerrainTale's 96-piece surface library reads as real stone and marble instead of a painted pattern.

· 5 dk okuma

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 dk okuma

The library

Using Meshy AI-generated models on your virtual tabletop

What to do with a model generated by Meshy once you have it: how it imports, what happens to a dense AI-generated mesh automatically, and where it sits next to the library.

· 4 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

Virtual tabletops

Sigil is shutting down. Here is what to do before the end of October

D&D Beyond's Sigil 3D VTT closes at the end of October 2026. A practical checklist: what to save, what cannot be exported, and how to rebuild your maps in a browser-based 3D tabletop.

· 6 dk okuma

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 dk okuma

Virtual tabletops

The best free virtual tabletops in 2026

What each free VTT is actually good at — Roll20, Foundry, Owlbear Rodeo, Alchemy, TerrainTale — and how to pick by what your table does on a Tuesday night rather than by feature count.

· 9 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

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 dk okuma

Under the hood

AI-generated battle maps: what works, what does not, and why

Image models make pretty maps you cannot play on. A structured scene recipe an assistant writes — rooms, walls, props on a real grid — is the version that survives contact with a table.

· 7 dk okuma

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 dk okuma

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 dk okuma

Virtual tabletops

Using a virtual tabletop on a TV at an in-person game

A flat TV, a laptop and one HDMI cable gets you a digital battle map for a table that meets in person. Screen size, viewing angle, scale, glare and the settings that make it readable.

· 6 dk okuma

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 dk okuma

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 dk okuma

The library

CC0 assets for D&D maps: where good free models actually come from

ambientCG and Poly Haven explained — what CC0 means for a map you publish, why the minis are made rather than downloaded, and why a library authored to one grid beats a bigger library that is not.

· 6 dk okuma

Under the hood

Self-hosting a virtual tabletop: what it really takes

A realistic account of running your own VTT — the box, the bandwidth, TLS, accounts, backups — and when self-hosting is worth it versus using a hosted table.

· 7 dk okuma

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 dk okuma

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 dk okuma

Virtual tabletops

Your first online D&D session: a checklist that actually works

Everything to settle before session one online — voice, the map, dice, safety tools, a fifteen-minute tech rehearsal — so the first hour is play rather than troubleshooting.

· 6 dk okuma

Okumayı bırak, kurmaya başla

Buradaki her yazı TerrainTale kullanılırken yazıldı. Editörü aç ve bir hazır sahneyle başla, hesap gerekmez.