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[3.5] DMG - changes Q&A?
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<blockquote data-quote="EricNoah" data-source="post: 991630" data-attributes="member: 4"><p>I'll do my best to answer a couple of these...</p><p></p><p></p><p></p><p>Let's look at the Forest Terrain entry as an example:</p><p></p><p>We start with a chart that shows terrain features based on different categories of forest. In a "medium forest" for example, 70% of the area will be typical trees, 10% will have massive trees, 70% of the area will have light undergrowth, and 20% of the area will have heavy undergrowth. </p><p></p><p>Then each feature is described in game terms, esp. as they pertain to combat on a grid. For example, in a square that has Typical Trees, you draw a dot in the center of that square and then you just assume there is a tree there somewhere and anyone in that square gains +2 cover bonuses to AC and +1 to reflex saves. For a massive tree, the tree takes up the entire square, and can provide cover for anyone standing behind it relative to an attack. Hardness, hp, AC, and climb DC are given for each kind. Likewise, rules are given for light undergrowth (affects movement, provides concealment, increases tumble and move silently DCs) and heavy undergrowth (as light but penalties are more severe and running and charging are impossible). </p><p></p><p>Then other forest elements are described, including forest canopy (buildings/structures above the ground built into tree branches), fallen logs, streams, and paths. </p><p></p><p>You are also given maximum Spot distances based on the category of forest (for example, 2d8x10 feet is the farthest distance you can see for spotting other creatures in a medium forest). </p><p></p><p>Finally, we wrap up with a sample temperate forest encounter table (ELs ranging from 4 to 8), and a discussion of forest fires as a kind of hazard encounter (EL 6). </p><p></p><p>--------</p><p></p><p>Other terrains covered include Marsh (includes moor and swamp, discusses terrain like bogs, quicksand and hedgerows), Hills (slopes, cliffs), Mountain (slopes, cliffs, chasms, scree, rubble, rock walls, cave entrances, and avalanches, plus a discussion of mountain travel as it pertains to high altitude and character survival), Desert (including tundra & ice sheet type deserts, rubble, dunes, and sandstorms), Plains (rubble, trenches, "berm," fences), and Aquatic (flowing water, nonflowing water, and underwater combat).</p></blockquote><p></p>
[QUOTE="EricNoah, post: 991630, member: 4"] I'll do my best to answer a couple of these... Let's look at the Forest Terrain entry as an example: We start with a chart that shows terrain features based on different categories of forest. In a "medium forest" for example, 70% of the area will be typical trees, 10% will have massive trees, 70% of the area will have light undergrowth, and 20% of the area will have heavy undergrowth. Then each feature is described in game terms, esp. as they pertain to combat on a grid. For example, in a square that has Typical Trees, you draw a dot in the center of that square and then you just assume there is a tree there somewhere and anyone in that square gains +2 cover bonuses to AC and +1 to reflex saves. For a massive tree, the tree takes up the entire square, and can provide cover for anyone standing behind it relative to an attack. Hardness, hp, AC, and climb DC are given for each kind. Likewise, rules are given for light undergrowth (affects movement, provides concealment, increases tumble and move silently DCs) and heavy undergrowth (as light but penalties are more severe and running and charging are impossible). Then other forest elements are described, including forest canopy (buildings/structures above the ground built into tree branches), fallen logs, streams, and paths. You are also given maximum Spot distances based on the category of forest (for example, 2d8x10 feet is the farthest distance you can see for spotting other creatures in a medium forest). Finally, we wrap up with a sample temperate forest encounter table (ELs ranging from 4 to 8), and a discussion of forest fires as a kind of hazard encounter (EL 6). -------- Other terrains covered include Marsh (includes moor and swamp, discusses terrain like bogs, quicksand and hedgerows), Hills (slopes, cliffs), Mountain (slopes, cliffs, chasms, scree, rubble, rock walls, cave entrances, and avalanches, plus a discussion of mountain travel as it pertains to high altitude and character survival), Desert (including tundra & ice sheet type deserts, rubble, dunes, and sandstorms), Plains (rubble, trenches, "berm," fences), and Aquatic (flowing water, nonflowing water, and underwater combat). [/QUOTE]
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