Whipped this up in a few minutes in adobe illustrator. I can't decide whether this is a good idea or fucking stupid
Thanks, I was thinking of how LOS should be resolved though. Maybe people on edge squares can see/shoot down all levels except for those behind a wall 2 levels down, then an additional square behind the wall every level
You're going to run into problems if there's ever going to be overlapping stuff and altering heights, meaning that every map will be a steady slope downwards. Then again, that probably won't usually be a big issue.
Bigger is that if you look at it from any other angle, say from around a table, it will look terrible.
Being immediately next to a wall provides cover to attacks from above, unless the attacker in on the edge above you, and vice versa. It's easier to shoot more targets from above, than it is from below.
I've done something similar, but did it top down will ledges /cliffs marked, and the height value of each square labelled.
Then you just need a rule about how much of a height difference blocks los for different sized creatures.
Is worked well for me in the past. I took a page from fft for the idea of height values.
That's how id suggest you do faux 3d.
Reminds me a lot games like Final Fantasy Tactics or Tactics Ogre. Those use height values to determine weapon reach, that could work for you.
I.E. Swords can strike 1unit up or down, maybe with hit bonus/penalty, but spears reach 2 units.
They could set it up so that the bases of the walls and support columns are shown, but the rest is cut away, like in pic related.
blue = LOS
red = no LOS
Attacking up pt 1
attacking up pt 2
actually fuck that, the dude a square away from the wall on the bottom level should still be in the line of fire unless the wall is 2 squares high or the distance is long enough, hmmm
OP, I had never even thought of this before. But this is a really, really great idea. I'm probably going to at least try this at some point or another; being able to see height differences so easily should work better than trying to describe it on a battlemap. Thanks.
Good idea, definitively - Rolld20 or online games.
You could also print it for real life play and then print out tokens (if you use models the 3d gets wonky).
Great idea, solid, works well.
One of the most famous adventures to use Isometric maps was the original Ravenloft adventure, and they were so well received that they were remade in the Expedition to Ravenloft adventure.
It's pretty easy, this is the graph paper I used
this is what it looks like in illustrator
Gentlemen, what we have done here today, will change the way PnP games are played forever.
I remember a guy who wrote a neat little program using hand drawn tiles where you could edit the topography a the map. Kinda looked the same. Could probably do something similar with any old editor for vidya games that had them, but it was neat cause it was a stand alone prog.
It's a great idea until stuff starts to occlude the squares. If there were ramps and platforms on the other side you wouldn't be able to see the ones behind them without rotating the whole thing
Sims has always been 3d afaik, but then again I never played it so I wouldn't know.
I meant things like Fallout or Jagged Alliance etc. Commandos, Desperados or whatever it was called.
There were loads of these games with isometric graphics.
The program I meant was just designed to do that, because the guy wanted to see his pixelart in action.
Can do the same in any 3d package too if you add a camera with 0° degree lense, i.e. parallel projection and put it at an 90° angle at x/y and something like 30° on z
unless you are using a program that calls the vertical axis something other than z.
Probably could do it on google sketcup too. Might be a good way to try it because you can use a huge library of assets to put in your scene. You could add some rudimentary furniture or stuff like ships etc.
Eh, I'm going off on a tangent though.
I'm more of a wargamer, not a roleplayer so I don't know exactly what you would want from a map like that.
If you have the know how you could probably do a lot of stuff easily in 3d as well. Thought that might be overkill.
Just a thought.
Bingo. The reason why people don't do this in RPGs but they do it in video games is either camera rotation or every map being rigged so that everything is accessible from the correct side.
In other words, it's stupid but it looks neat.
You could just put an additional layer in your image to do that.
Or actually do it in 3d. From what I hear people use tabletop simulator a lot and you'd basically just have to generate some topology, uv map that and put a grip over the model.
I wasn't implying negatively.
I was implying ease of it due to being the central part of the game rather than having to find a map editor. Older Sims games were fixed isometric, IIRC. In the newer ones, just affix the angle as it suits.
I don't think you really understand what I meant.
When you paint over a grid like OP did you could just take the pieces that overlap other parts of the map and draw them on another layer. That way you can turn the layer on and off and display them - or not.
You wouldn't do any extra work, but you could see everything.
So you're going to turn off the main map so that it's possible to see a ramp that's 180 degrees away from the viewpoint of the illustration, then the players are going to be able to move their tokens onto that ramp effectively?
If you drop dnd, you will get even more games.
Seriously, google, what the fuck?
If you got a ramp that is facing away from the viewers pov the logical thing would be to just not make the ramp so steep that you end up looking at the underside of it.
If you want to be contrarian for the sake of it you could come up with dozens of other retarded things to do as well.
That's not helpful to the OP's idea though, is it?
Also nor really the point of the thread as a whole. Same thing happens with or without an extra layer.
Not really sure what your point here is.
As far as physical boards go legos scale pretty well with 4x4 blocks on the boards, have yet to ever try it in practice though
Yeah that is the problem about perfect solutions. They don't exist.
As I understood it OP wants to add a z-axis to his games and a way to measure LoS.
You could color individual squares like a topological map and create a legend for elevation levels etc. Then you'd have to use an abstraction for determining LoS though.
The same thing happens with an isometric two dimensional representation like OPs image in certain angles, though since you already have the map you can just measure the appropriate distance via proxy. If you got a top down view you'd have to basically do Pythagoras each time you want to measure LoS. Doable but still anything but perfect.
That would definitely solve the problem of not being able to see where a marker stands.
If you ever try it you'll want to do 4 | 1 | 4 | 1 | 4 |1
So you have room for blocks in the middle for things like cover, and walls that don't interfere with how the tokens sit on the board