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Switch to Forum Live View How large should a room be in a dungeon?
5 years ago  ::  Apr 03, 2008 - 1:03AM #1
JohnLynch
Date Joined: Mar 26, 2008
Posts: 2,962
I was looking at some of these attack ranges, and I was wondering how many squares should in your typical room in a dungeon? I know there's no hard and fast rules, but I'm looking for an average number, so if I want a small room I know to have less or if I want a big room I know to have more
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5 years ago  ::  Apr 03, 2008 - 4:19AM #2
Javie_Swiftbow
Date Joined: Feb 27, 2004
Posts: 90
I normally use rooms between 30 and 60 feet on a side. Such a size leaves room for maneuvering and tactics, without being too large to cross in one turn.
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5 years ago  ::  Apr 03, 2008 - 4:54AM #3
Art_Tillary
Date Joined: Sep 27, 2002
Posts: 91

JohnLynch wrote:

I was looking at some of these attack ranges, and I was wondering how many squares should in your typical room in a dungeon? I know there's no hard and fast rules, but I'm looking for an average number, so if I want a small room I know to have less or if I want a big room I know to have more


A room should be as large as it's needs to be to accomplish the reason it was built for. If it's the main feasting hall it will be a lot larger than a doorkeeper's watch station. Rooms are designed to fit the purpose within the use of the structure, not to fit the desire for certain tactics of the rule set.

As such, there is no typical room. At best you'd find that corridors will be 5, 10 or larger multiple of 5 feet wide as a metagame sop to the way graph paper is laid out.

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5 years ago  ::  Apr 03, 2008 - 5:15AM #4
Smerg
Date Joined: Aug 25, 2007
Posts: 836
You might find this D&D Team article useful.

http://www.wizards.com/default.asp?x=dnd/drdd/20070827a

While you are at it, you might want to think of what to put in the room; so, this article might be good.

http://www.wizards.com/default.asp?x=dnd/drdd/20070921

Between those two articles, you should get a starting point for thoughts on rooms and contents.

One example of starting to put it together was done as part of the infrequent articles of the Dungeoncraft column (episode 1 was Oct and episode 2 was Feb)

http://www.wizards.com/default.asp?x=dnd/dudc/20080213a
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5 years ago  ::  Apr 03, 2008 - 5:17PM #5
Holy_Beholder
Date Joined: Mar 13, 2007
Posts: 1,480
The size really varies. I usually have 10 foot corridors, with 5 foot corridors branching out. As for rooms, a great hall might be 120 feet long, and 40 feet wide(and people will be using the tables for cover, and chandeliers and stuff are probably going to be dropped on the PCs if they decide to get into extended fights under them. A little guard station might be about 15 by 20 feet, with a table, a drum, some mats, and chairs. The drum is used for reinforcements, and the table is supposed to be used for intel purposes, although it will probably be used for gambling. Kitchens for a small group of people will be about 15 by 10 feet, with an oven, making a t shape. Kitchens for large groups of people are bigger, with shelves, ovens, flues, benches, pots hanging from the ceiling etc.

Just go with how big the room should be then add about 5 feet to either dimension.
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5 years ago  ::  Apr 04, 2008 - 6:15AM #6
elibus
Date Joined: Mar 24, 2008
Posts: 476
every room should be 70 feet wide and 140 feet long. this is b/c it will force players to make use of charges and ready actions, in addition to normal movement tactics, as well as allow for ranged characters to make for use of their skills. also with this type of room most aoe's won't be able to hit every single tile in an area. also each room should be 90 feet tall to allow large jumps and limited flight, as well as chains hanging every 5 feet to allow climbing to be possible. a full dungeon should consist of 10 foot wide corriders(this is so everyone can comfortably walk about with out having to crowd) that are 120 feet long before coming to a right angle turn into another 120 foot long hallway which leads to another room of the dimensions i outlined above. all traps should be in the tunnels as rooms will be used for combat. this should be done across the entire dungeon and in every dungeon. if you feel the need to be creative, simply make one of the rooms have spiked chains instead of normal ones.

j/k of course.
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5 years ago  ::  Apr 04, 2008 - 6:44AM #7
LostDM
Date Joined: Jan 21, 2004
Posts: 129
For a standard 4 on 4 encounter a 6x6 square room will give you room to manuver, but as you say most range weapons will have range.

If you make a 6x8 room and put a 2x3 desicrated alter of Tyr in the middle. Then you'll have about the same number of squares, but now there is something to block line of sight. The defenders have places where they can create bottlenecks, and the striker has to use his/her skills to manuver around.

Even better, have a series of 2x3 prison cells attace to a 6x2 room. Treat that as one encounter area. Then there is all sorts of watching your back and nooks to run away from fireballs. Especially if you trick the players into opening the cells all at once.

All in all, I would say in the dungeon enviroment rather than using the ranges to limit ranged attacks, use bottlenecks and objects to make the scene more tactically interesting.
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5 years ago  ::  Apr 04, 2008 - 7:53AM #8
elibus
Date Joined: Mar 24, 2008
Posts: 476
that prison cell room you talked about reminded me of one of the more memorable rooms in one of the dungeons i put together for my group.

the group (falsely) believed a particular church to be in league with a cult of vecna and broke in to investigate. in the church's cellar they found entrance to to a dungeon beneath the church and found a torture room and several cells full of 2 to 3 people each. what the party did not know, was that the church was currently involved in fighting a rather persisant vampire clan, and had managed to capture a number of bloodsuckers that they were attempting to torture for information on the lair of their master. so the caged vampires spin a tale of lies about how they are just commoners being tortured and sacrificed, and the party naturally lets them all out. needless to say a fight breaks out shortly after, which causes enough of a comotion that several of the temple guards followed by the higher ranked clergy join the fray. needless to say things got a lil messy. the party ended up locking themselves in a cell and hiding behind the wall to avoid AoE and attacks. the temple won, and all of the PC's lived accept for the wizard who got dominated before he could get in the cage. of course, the clergy were not overly happy....
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5 years ago  ::  Apr 04, 2008 - 8:28AM #9
JayM
Date Joined: Aug 31, 2007
Posts: 2,233

JohnLynch wrote:

I was looking at some of these attack ranges, and I was wondering how many squares should in your typical room in a dungeon? I know there's no hard and fast rules, but I'm looking for an average number, so if I want a small room I know to have less or if I want a big room I know to have more


One thing I have clearly seen running and playing in 4e test games is that areas need to be a bit bigger then they where in 3e. The greater tactical importance plus greater ability by defenders to block passage means you need more space to move.

With 4e, I'll be moving back to 10ft halls in many cases, and bumping up room size a bit.

Jay

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5 years ago  ::  Apr 04, 2008 - 8:49AM #10
elibus
Date Joined: Mar 24, 2008
Posts: 476

JayM wrote:

One thing I have clearly seen running and playing in 4e test games is that areas need to be a bit bigger then they where in 3e. The greater tactical importance plus greater ability by defenders to block passage means you need more space to move.

With 4e, I'll be moving back to 10ft halls in many cases, and bumping up room size a bit.

Jay


i'm generally loath to say things like this, but your comment saddens me. qoute-unquote defenders may have gotten some cool bottleneck abilites, and the other roles may have too, but why should that change anything? there have always been meat shields and battle field movers and the such. just b/c 4e is going to focus a lil more on movement, why should the world change to better suit a new battle mechanic?
i know this may not be the best stance to take as i am effectively telling you how to play a game of pretend, but i simply do not understand why the story, the world, and the enviroment needs to change to better take advantage of new mechanics. but then again, i've never been very big on meta-gaming.
i apoligize if i have offended you, the bottom line is that it's your game and as long as you and your group have fun, it's a successful method of playing. but for me personally, i have no intention of widening my corriders. they will continue to be exactly as wide as the creature that built them needed them to be to fit whatever purpose they serve.

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