I recently decided to try and adapt the combat system from Final Fantasy Tactics, which I have always loved, into a more simple tabletop combat system that I could run with friends over an hour lunch break. Armed with Excel, free time and a fan-written 800 page mechanics guide, I have basically completed preparation for the playtest campiagn but have run into a single problem. Mapping.
The view, for anyone who hasn't played FF Tactics before, is a 3/4 top-down view of a map. The map is divided into grid squares, just as you would expect, with terrain type determined square-by-square. However, a critical element of ranges and movement is vertical height. And while this looks and works great in the game, it is very difficult to translate accurately to a flat top-down game grid. I can draw the elevation numbers in each square, which works, but it is still very difficult to actually comprehend what the map looks like. Right now, my options seem to be a top-down grid with accompanying 3/4 view sketches, which are still a bit confusing at times and are a pain to draw up, or else screenshotting some editable 3D game like The Sims or Warcraft 3 with a grid-based elevation tool. Neither of these are ideal though, and I was wondering if anyone else had any suggestions on a better way to manage elevations in-game.
Thanks for the help,
TWB