Skip to main content

A Matter of Space: The Mythical 5' Square

As of late, having switched mostly these days to virtual tabletop gaming, I have come to notice the great difficulty in running on 5' square maps with 5' square tokens.  It is a simple enough explanation in the rule books -- that the 5 foot square is the fighting space for a single party member.  Still it bugs me.  In the older D&D tomes, you can find reference of a "3 wide shoulder-to-shoulder in a 10 foot hallway" reference and even 3 1/2 foot per inch squares in some OSR allowing 3 to fight side-by-side in a ten foot hallway.  On VTT this really doesn't need to translate to a new grid, but just smaller tokens with a bit more zoom.  Change noted.

As I move through my own home now, investigating the use of space, especially as we look to pick all these items up and move them to a new home in a new layout with a new sense of space, I don't find many mythical 5 foot squares left.  In this house, built in the 60s, there was space enough for things, but more along the lines of a 3 foot square or perhaps even a 2 1/2 foot square.  We have filled much of the space, to the edges and to the seams, even with two daughters leaving.  Like an ideal gas, we expand to fit the shape and size of our container.

The mythical 5 foot square now becomes a problem as we attempt to clear to the lower half of our home for painting and new carpet.  A five foot square in the garage holds spare desks.  A five foot square where we flipped over our dining room table holds a gelatinous cube-sized pile of boxes and miscellaneous items from the girls' bedrooms.  Closets hold boxes.  Walkways through the garage are overtaken  by boxes.  There are no more five foot squares left.

As I think ahead, to the new house, I am starting to size it up in 5' squares, and this time, to avoid this, I think I shall plan out some empty five foot squares, just like in a good dungeon.  It is good to have space, to move, to breath, to escape the clutter of things.  A good battle doesn't have all its foes lined up one-by-one to be killed, but instead engage across the party all at once.  Similarly the flow of a home should allow movement outside a single walk-through path.  Space should have an opportunity to tug and draw one, on foot and in the eye.

This same principle, I will apply to new maps, as I find them, and as I make them.  Five foot squares for everyone!  As the Darklands open up on Fridays, let the space open up and envelop them, just like that gelatinous cube, living in my dining room, made of the living junk, excavated from the bedrooms below.

Comments

Popular posts from this blog

5E Starting Gold and Equipment for Higher Levels

The DMG has a rough recommendation for starting gold and equipment for higher levels, but with my groups running one-shots, we wanted to nail it down to level by level. Here's my DMG-inspired table. Generally I allow equipment to be traded in during character creation for half book value, where applicable. I also, as a GM, offer to make custom magic items for players who can't choose. A list of magical items by rarity can be found here  with stats available in the DMG. I also generally allow players to buy healing potions (2d4+2) for 50gp and greater healing potions for 250gp (4d4+4). PHB items are available at book cost at creation. I do not allow other equipment to be purchased except in game. This is generally based off the "high magic" campaign. Level Starting Gold Starting Equipment / Magic Items 1 - 160gp  OR Standard starting equipment 2 210gp Standard starting equipment 3 285gp Standard starting equipment 4 365gp Standard sta...

Rules for Flying Creatures in 5E

I'm not one for just throwing my players willy-nilly into something new without an idea of how it would work.  Flying races are on the horizon for one of my games, so here are my clarifications for flying creatures: A flying creatures requires a minimum space of at least 3 times their height in all directions in order to flight. For example, a 6 ft tall flying creature requires a room to be at least 18 ft in all dimensions before they can fly in it. A flying creature can attempt to grapple a creature.  If the the target or grappler are flying, grapple attempts are at disadvantage. If neither are flying, grapples are per RAW.  The state of flying or walking is determined by the last square you have moved.  To change between walking and/or flying, you must use at least 1 space of movement.  Movement rules per RAW apply (PHB pg 190 "Using Different Speeds") A successful grapple check by a flying creature can allow the flying creature to potentially carry th...

Exploiting Weakness in D&D 5e: A Guide for the Evil Plotting GM

I wrote a similar article to this on Pathfinder, and though this is a pretty evil topic, it has been of use to a lot of folks out there.  So, now, I think, is the time to start a similar article for D&D 5e.  This will be a living document to be updated with suggestions and more information as I find better methods. In general, 5e is a lot more challenging for a GM, because the classes are reasonably balanced and because the game mechanics don't have a lot of scale over the 20 levels. Here's a general list of things to increase the difficulty for the party: Increase the number of foes and the CR (ignore the book CR system if it isn't offering a challenge) Spells against the PCs low saves.  A high level sleep spell, for example, could take out a party with no elves. Drag out the opportunity for the long rest.  After 2 short rests, the 3rd battle of the day is tough. Hit the most vulnerable PC first. It almost always forces another teammate to take an acti...