Handling terrain powers in play

darkbard

Legend
How, as DMs, do you handle terrain powers during combat?

Do you simply describe the features of the area without any information about how the terrain can be used as a power? Do you hint at the terrain powers without specifically outlining their mechanics (e.g., "The alchemist's lab shelves look rickety, and you can probably unleash all sorts of havoc by knocking them over.")? Do you ennumerate terrain powers explicitly and describe their mechanics before combat begins?

Furthermore, do you always predesign such powers, or do you incorporate them as a variation of the character stunt when the PC comes up with an innovative way of utilizing terrain?
 

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Tony Vargas

Legend
I generally explain terrain powers up font. 4e just works well 'above board,' that way. Also, I often run for groups with very mixed skill levels, and 'Close to the vest' can leave less experienced players in the cold...
 

thanson02

Explorer
Two words: Insight checks.

It is actually a mix between their passive insight and their active one. If their passive insight is higher then the level of the hazard, then I let them know what it could be used for straight up. If not, then I have the dice decided with the check.

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darkbard

Legend
I generally explain terrain powers up font. 4e just works well 'above board,' that way.

I'm inclined this way as well. That said, do you explain everything about the terrain power--its check DC, the damage roll, etc.--or do you simply sketch our that one can use the terrain to an effect more powerful than at at-will power, etc.?

Two words: Insight checks.

It is actually a mix between their passive insight and their active one. If their passive insight is higher then the level of the hazard, then I let them know what it could be used for straight up. If not, then I have the dice decided with the check.

?

What PC would not have a Passive insight score higher than the level of a likely terrain power? Let's just assume a L3 terrain feature for a level 1 party. Will there be any PC with a passive insight lower than 3? Or do you mean terrain level +10?
 

thanson02

Explorer
?

What PC would not have a Passive insight score higher than the level of a likely terrain power? Let's just assume a L3 terrain feature for a level 1 party. Will there be any PC with a passive insight lower than 3? Or do you mean terrain level +10?

Sorry, I should have been more clear on this. I use the DC of the appropriate level of the trap or hazard and compare that with passive insight.

So if I'm using a level 5 hazard or trap for example, I use the DC of that level to help determine how much information the players receive from they're passive insight and to set the DC if their skill check.



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darkbard

Legend
I use the DC of the appropriate level of the trap or hazard and compare that with passive insight.

So if I'm using a level 5 hazard or trap for example, I use the DC of that level to help determine how much information the players receive from they're passive insight and to set the DC if their skill check.

Gotcha. That makes a lot more sense now.
 

Tony Vargas

Legend
I'm inclined this way as well. That said, do you explain everything about the terrain power--its check DC, the damage roll, etc.-
I usually describe DCs as easy or hard or whatever. Damage also subjectively like that.
Areas more pecisely.

I will tell players DCs or Defenses or even remaining hps when it helps the mood, though. I used to have the little number chits I'd use to track damage to a monster right by it's mini, even. So I wouldn't talk down sharing the whole terrain power.
Come to think of it, there was a module that had cards or handouts of a siege weapon or something, And, I suppose the guns aboard ship in my campaign are as comparable to terrain powers as they are to magic items, and I give them full stats on those...
 

How, as DMs, do you handle terrain powers during combat?

Do you simply describe the features of the area without any information about how the terrain can be used as a power? Do you hint at the terrain powers without specifically outlining their mechanics (e.g., "The alchemist's lab shelves look rickety, and you can probably unleash all sorts of havoc by knocking them over.")? Do you ennumerate terrain powers explicitly and describe their mechanics before combat begins?

Furthermore, do you always predesign such powers, or do you incorporate them as a variation of the character stunt when the PC comes up with an innovative way of utilizing terrain?

1) Anything battlefield elements that can be interacted with (either via stunting, force moving into hazards/traps or hindering/challenging/difficult terrain) always have their mechanical components laid bare to the players. Minions are Minions. Swarms are Swarms. HP and Defenses are made clear. So for Terrain Stunting that I put in at the beginning of battle, look at my Skill Utilities thread. After the fiction is made clear, this exact info would be given to players:

Obelisk of Attraction
Limited-Use Terrain - Arcane, Charm
Standard Action - Close Burst 10
Check: Arcana check (high DC) to activate the Obelisk
Success: The Obelisk attacks.
Target: Each enemy in the burst.
Attack: Level +3 vs. Will
Hit: The target is pulled 5 squares toward the Obelisk and suffers Obelisk's Attraction (save ends); The target cannot move into squares that would place it further away from the Obelisk.

2) Sometimes players will initiate the terrain element that can be stunted with. A Druid might say something like "Ok, we're at the top of a ridge with loose rocks and boulders strewn across a fairly steep slope? I want to see if I can summon the primal spirits of the wind and trigger a rock-slide on our enemies below!" Then we quickly agree upon:

Avalanche! - Limited-Use Terrain
Standard Action - Ranged Burst 2
Check: Nature (high DC) with Chill Wind
Success: The scree and boulders cascade down the slope
Target: Each creature in the burst.
Attack: Level +3 vs. Fortitude
Hit: 2d10 +3 damage and you slide the target 3 squares or knock it prone.
Miss: Slide the target 3 squares.
Effect: The ground becomes difficult terrain.

3) Probably 80 % of the content of my games is adlibbed in the moment. Terrain Stunts are trivially easy to adjudicate or conjure out of thin air.

a) Is this something that can be repeated multiple times in the combat or something that gets used up when interacted? High At-Will Damage Expression (I always use High for stunts) or Limited-Use Damage Expression.

b) Which skill applies for success, what DC (A-W are often Medium and L-U are often High), and what is complication/cost of failure (Healing Surge worth of damage, or some sort of control effect UEoYNT).

c) AoE? Subtract 25 % of expression budget.

d) Tier-Equivalent Control Rider? Subtract 12.5 - 25 % of expression budget (depending on if weak AW or legit E rider).

e) Miss and/or Effect? Subtract 12.5 % - 25 % of expression budget.

Done.
 

darkbard

Legend
[MENTION=6696971]Manbearcat[/MENTION], yours is the most thorough and insightful exploration of the topic I've encountered. You have my sincere thanks.
 

[MENTION=6696971]Manbearcat[/MENTION], yours is the most thorough and insightful exploration of the topic I've encountered. You have my sincere thanks.

I'm glad. I hope it helps.

No questions?

My advice on improvising this stuff is just practice it. Its interesting to me. In so many parts of our life, we silo specific components of a trade to improve our technical skills. As a result, we become very proficient in each component part so that when we put the whole of it together we're confident and ready to go.

GMing seems to be one thing where the only practice folks actually get is when you're facing "live bullets" and the whole of the thing is staring you in the face (perhaps overwhelming you from a mental overhead/cognitive workload perspective)!

There is no need for that! Practice Skill Challenges by themselves. Practice coming up with and executing cool combats by themselves. Practice improvising from damn near nothing to very little. Etc Etc.

When each part is polished, the whole thing will be smooth sailing, less stressful, and more rewarding.
 

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