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albeaver89
2012-09-11, 07:23 PM
So While reading the Manual of Planes, it says that in some plans there are different flows of gravity, and as such you can have 3D fights. That is fighting in the air. Is there a way to make this easy for players and DM's to see the altitude of the PC/monster/NPC on a, mostly 2D, playing board. (i.e. white board)

BowStreetRunner
2012-09-11, 07:26 PM
We usually just put a numbered die next to each fig to represent the number of squares above the playing surface where it is currently located.

albeaver89
2012-09-11, 07:32 PM
What about if, lets say 3 PC's are in a straight line above one another?

LeshLush
2012-09-11, 07:32 PM
If you have three whiteboards, you can label them X vs. Y, X vs. Z, and Y vs. Z, and show the relationships between all of the axes. However, this is probably too much work, not very fun, and questionably helpful. My table is composed entirely of engineers, mathematicians, and computer scientists, so this has never stopped us from doing it anyway.

BowStreetRunner
2012-09-11, 07:48 PM
What about if, lets say 3 PC's are in a straight line above one another?

We may put a marker on the square on the tabletop, then put the three off to the side with dice marking their altitudes with it being understood they are above the square with the marker.

It's not perfect, but it is manageable.

The biggest source of confusion is whether the ground is measured as 0 or 1. Honestly, you can do it either way but you have to make it clear to everyone which way you are doing it up-front because someone will always assume the other way if it is not clear.

albeaver89
2012-09-11, 08:53 PM
If you have three whiteboards, you can label them X vs. Y, X vs. Z, and Y vs. Z, and show the relationships between all of the axes. However, this is probably too much work, not very fun, and questionably helpful. My table is composed entirely of engineers, mathematicians, and computer scientists, so this has never stopped us from doing it anyway.

Do you really need a Z vs Y and Z vs X? Since you have X vs Y that tells you your position in the world from a birds eye view so you should only need one board for Z to show altitude from a cross section of the world...Right?

LeshLush
2012-09-11, 09:12 PM
Do you really need a Z vs Y and Z vs X? Since you have X vs Y that tells you your position in the world from a birds eye view so you should only need one board for Z to show altitude from a cross section of the world...Right?
Once again, engineers, computer scientists, and mathematicians.

Kelb_Panthera
2012-09-12, 04:30 AM
If there's a "ground" nearby, use the dice suggestion. If the player is on the "ground" he's at zero. For every square above the ground turn the die one higher.

If there is no "ground" (this is entirely possible in the astral and elemental plane of air) you'll need to make notes. At the start of battle pick one character's current position and make that the origin. Then just scribble a quick note "+/- X squares from the origin" This is only necessary for the Z axis of the grid. X and Y are already represented by the grid on your battlemat. This method will also work if there is a nearby "ground," but the dice thing is easier.