I'd also like to note that it wasn't exactly 3rd Edition that caused the shift in scale. This was also important because then you could convert 1 inch of movement into 10 yards while out in the wilderness, compared to 10 feet while inside a dungeon.Īlso, there was the temporal component to consider: because the smallest representation of time, which was the combat round, was 1 minute long, you sort of had to have larger squares because you didn't need the fine-grained granularity of 5-foot-squares if the lengths of time assumed to happen within that round was so long (1 minute) in the first place.Īs for how many persons would fit in a square, older D&D editions suggested that you could have two, or as many as three, man-sized humanoids fit across a 10-foot corridor. You had 10-foot squares because of that 10:1 scale conversion. The older books used to tell you to measure out movement in terms of inches, with 1 inch of movement representing 10 feet of simulated in-game dungeon. The 5e adventure uses the old maps for the original adventure back in the 1980's.Īt that time, the squares of maps were 10 foot:ĭ&D had its roots in wargaming. You could either use them as-is (and lose the feeling that the castle is big, or redraw the maps splitting each square into four.
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