Difference between revisions of "Terrain Features (Combat)"

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\*Beyond this, character needs a Climb Roll to navigate Stairs or Ladders.
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<nowiki>*</nowiki>Beyond this, character needs a Climb Roll to navigate Stairs or Ladders.
\**Does not preclude Swimming - this only effects Land Move.
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<nowiki>**</nowiki>Does not preclude Swimming - this only effects Land Move.
  
 
==Poor Footing==
 
==Poor Footing==

Revision as of 17:27, 27 November 2016

Terrain Features make moving around in combat more difficult.

Difficult Terrain

Difficult Terrain refers to anything that can slow a character down simply by moving through it, but is unlikely to cause them to lose their balance in the same way that Poor Footing is.

When a character moves through Difficult Terrain, they increase cost in Move Points of moving through that terrain. For example, moving through open terrain costs 1 Move Point per 5 feet. Moving up a steep, lightly wooded hill would cost an additional 2 points per 5 feet for a total of 3 Move Points per tile.

Note, these modifiers only apply specifically to tiles or situations where the character would suffer the effects of the terrain feature. For instance, the above character would not suffer the Steep Slope modifier if the hill had evened out or the Light Brush modifier if they entered a clearing. If the character found a smooth road in the middle of these woods, they would suffer neither modifier.

Difficult Terrain
Vegetation Move Point Cost Modifier
Light Brush or Forest +1
Heavy Brush or Thicket +2
Impenetrable Brush or Wall of Vegetation +4
Slope or Uneven Ground Move Point Cost Modifier
Ladder (within 2 Size Categories of Character)* +1
Stairs +0
Stairs (2 Size Categories Larger)* +1
Steep Slope (20% or More; 10 to 60) +1
Rough or Broken Ground +1
Depth of Soft Sand, Soft Snow or Water Move Point Cost Modifier
Knee Deep +1
Waist Deep +2
Shoulder Deep +3
Buried (1/2 Height or Less) +5**
Buried (More than 1/2 Height) Immobile**
Depth of Heavy Liquid Move Point Cost Modifier
Knee Deep +2
Waist Deep +3
Shoulder Deep +5
Completely Submerged Immobile**

*Beyond this, character needs a Climb Roll to navigate Stairs or Ladders.

**Does not preclude Swimming - this only effects Land Move.

Poor Footing

Poor Footing comes from areas where the terrain is slippery and a character may risk falling over. Areas coated by the Grease spell, covered with ice or slippery with wet mud. Even moving in total darkness can make the character likely to trip or slip over.

Every effect in the area increases the level of Poor Footing by 1; trying to move across a surface of ice in pitch darkness is hard enough but made worse when a wizard casts Grease over it.

The maximum number of levels of Poor Footing a tile can have is 5.

Moving Safely

A character can move safely through an area of Poor Footing providing they take their time. This is reflected in an alteration to the Move Point cost of moving through such tiles.

Furthermore, any saves against being Knocked Down made whilst in an area of Poor Footing, including against those provoked by Poor Footing, suffer a penalty.

Poor Footing
Level Move Point Cost Modifier Knock Down Save Penalty
1 +1 -1
2 +2 -2
3 +4 -4
4 +7 -7
5 +10 -10

If a character becomes unable to spend Move Points on negotiating an area of Poor Footing, they must make an immediate Save vs. Paralyzation with the above penalty or else be Knocked Down.

Moving Riskily

Avoiding Move Penalties from Terrain

A character may outright ignore Difficult Terrain and Poor Footing by making a Skill check.

The character may make a Hard Strength Feat or Dexterity Feat check. Alternatively, the Character may make an Athletics Check instead - doing so lowers the effective difficulty by one step.

The check suffers a -2 penalty per Move Point cost modifier that the most expensive tile suffers from. If they do not include the modifier for Poor Footing, they are automatically considered to be Moving Riskily across those areas.

If the character succeeds on this check, they reduce the Move Point cost for all tiles they move through by 1 for every 2 points they succeeded by. This has no effect on Encumbrance or other modifiers - only Difficult Terrain and Poor Footing.

If a character fails, they lose 1 Move Point per 2 points of failure. If this would put them below 0, they are Dazed for this round. If the terrain included any areas of Poor Footing

For example, if a character wanted to move through ground that included a tile that was considered Thicket on a Steep Slope with Poor Footing 2, this would increase the cost of moving through that tile by 5. The character would have to make a Hard Strength check with a -10 penalty to navigate any path that included it. They succeed by 5, reducing all penalties by 2 points. This means that the cost for moving through the area of Thicket, Steep Slope and Poor Footing 2 has dropped from 6 points to 4.

Steep Slopes

A Slope is any Terrain Feature that is less than 60 Degrees.

A Steep Slope is any Slope of more than 10 Degrees or a 20% Slope. This means for every 100 feet on the Slope, it rises by 20 feet. For every 10% the Slope rises above 50%, increase the Poor Footing of the Slope by one step.