There was nothing in the Wilderness Hazards section of that strain that I was looking for (the sucking bog/quicksand hazard is certainly interesting, if fiddly, mechanics...but it doesn't help quick, consistent, and balanced adjudication of improvisational actions/stunting).
I'm going to use level 6 for this (it is as good as any I suppose).
4e
Quick tutorial on 4e stunting. A basic attack is roughly Level + 8 damage or the medium at-will damage expression. The high at-will damage expression is your at-will powers that include a rider, so Level + 8 damage + minor rider. An AoE effect is roughly worth 25 % budget or typically a drop down one step. An encounter/limited-use ability is worth around 25 % more budget than the high at-will. I've been using
Sly Flourish's (I think since MM3) as it is more granular at the level by level basis. 4e is about competent, mythical fantasy protagonists, ever engaged in high-octane action/adventure and ensconced in dynamic/dramatic conflicts. Folks who are stunting are typically going to be leveraging (a) a trained skill and (b) an ability modifier that is either top-end or respectable. Consequently, the DCs for such situations orbit around an extremely high success rate for the ability check portion of stunting (typically auto-success or near it for Medium DC, which makes up the majority of ability checks in stunting).
So I have a 6th level Wizard with + 14 Arcana (+ 3 lvl + 5 trained + 4 Int + 2 either from Race, Theme, Background). This Arcana check automatically passes the medium DC @ 15 and passes the hard DC @ 23 at a 55 % clip. He has an At-Will with the Fire Keyword....say Scorching Burst. This interacts with the fiction/set-dressing as being capable of ignition. The player makes the following action declaration:
"I want to set the spirits-soaked area rug covering the common room ablaze!"
I think "...cool, that is exactly the kind of move I want to encourage." I say; "Cool. That doesn't seem to crazy...not like slagging metal to weld a door shut. We'll go with medium DC."
He auto-passes the DC 15 Arcana check so we're on to adjudicating/negotiating the effect. This is obviously Limited Use (can't set the common room rug ablaze repeatedly) for his level so we're at ~ 21. He wants an AoE so let us bump it down. He wants an effect so let us bump it down again. Should probably have a miss for half so bump it down again. So we're at low, at-will or roughly 11ish damage. Since it is a Fire effect, let us make it 4 Fire damage and 5 Ongoing (worth ~ 7ish damage) Fire, save ends.
What kind of effect makes sense. A Hazard. A zone where if you enter the fire hazard or end your turn in the fire hazard, you take 5 fire damage. Also, the fire spreads to adjacent squares (up to the edge of the rug) at the end of each of the Wizard player's turns. So if I were to write that out as a Terrain Power, it would like look this:
Burnin Down the House! Single-Use
Standard Action - Ranged 10 Burst 1
Check: Arcana (Medium DC) with a Fire Spell to light the spirit-soaked Common Room rug.
Success: The rug is set ablaze, make a burst 1 attack.
Attack: + 6 (Lvl + 3) vs Reflex (NPC Reflex at this level is typically 16-18 with a stray 19 and very rare 20).
Damage: 1d6 fire damage and 5 ongoing fire damage (save ends).
Miss: 5 ongoing fire damage (save ends).
Effect: The burst creates a zone that lasts until the end of the encounter. Any creature that enters the zone or ends its turn there takes 5 fire damage. The fire spreads to each adjacent square, until it reaches the perimeter of the rug, at the end of your turn.
Don't have time to continue. I'll do the 5e analogue later today/this evening and then have some commentary. I'll do the Fighter pushing over a ruined wall tomorrow.