CAGD 270 - Simple DnD Map v2

Simple DnD Map v2

On Tuesday February 13th, Ben and Davis playtested my revised Dungeons and Dragons map. This is my second time making a D&D map, so I now have learned a couple of new things that make the game fun. I modified my map to include more game elements, such as keys and doors as well as changed the layout of the level.

What Went Right

I went and added a grid that was large enough for the player pieces. Last time, it was unclear what a unit of space is. Now, it is more clearly defined with pencil markings (It turned out well, but it took a long time to draw)! Since the rules of the game were simplified for this assignment, players had an easy time with this level. I made sure to include different paths the players could go through. Players have to make minor choices such as ‘do I go to the right and try a jump roll, or do I fight the enemy to the left’?

I buffed the enemies, yet the game was still not much of a challenge (since the heal ability is kind-of overpowered). Some enemies were ranged this time, which added difficulty.

The addition of a lock and key made the map more dynamic, but now the level is more linear. I do not think this is much of a problem being that the level is small.

The boss was well balanced. While fighting, the dragon initially had the advantage, and brought David’s health to one. He tried to heal himself, but instead he inflicted damage to himself-- killing himself. Once he was revived by Ben, they were able to defeat the dragon. (I did choose for the dragon to make poor decisions occasionally, but that’s part of D&D, right?)

The complete updated map. Notice the addition of a key, door, and more enemies.

What Went Wrong

The enemies were drawn on the graph paper. This meant that they cannot physically move towards players to attack. To help this, I simply explained the enemies move towards the players during combat. However, I do think giving monsters their own moveable piece would enhance my level.

I made use of walls this time by adding pillars, but it added little effect. It would be confusing if the wall blocked the players from attacking but not the enemies from attacking. This problem could easily be fixed with moveable enemies.

Despite the buff, the enemies were still weak. This made the pre-boss gameplay not much of a challenge. The players did mention they liked the even distribution of enemies, which made each room a little interesting. While this map was meant to be a tutorial, there could have been more of a challenge.

The jumping mechanic was still not clear in the rulesheet, so I’d allow players to jump no matter what they roll. I intend to ask for clarification (but I keep forgetting).

How I Could Improve My Map

I could have added a couple of more different game objects, like weak/strong locked doors (which require a dice roll rather than a key), and treasure chests. Ben said he wanted items that have no purpose to collect for fun, and items that could heal players. An item that could heal players could help teach newcomers that healing is possible. I could also have made use of the light ability with perhaps a dark room. Adding these things to the level could make exploring areas meaningful and more exciting.

Another thing I could do is use a D&D white board. This would allow for larger pieces, for me to not need flash cards to hide areas (since I can draw out the map while playing), and would be a lot easier to manage. If I wanted to modify my board right now, it could take 30 minutes. With a D&D board it could take five, since I don’t have to consider drawing things to scale and such on a reference sheet.

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