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*Dungeons & Dragons
5e, bringing the importance of environment back to the front?
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<blockquote data-quote="Paraxis" data-source="post: 6428974" data-attributes="member: 13009"><p>Stuff like this is great as prep work, or if you can use natural environment to aid your side great.</p><p></p><p>But in play, most rounds are spent doing the most efficient thing you can to reduce h.p of enemies down to 0 h.p, because death is the worst condition, offense is a great defenses, yada yada. </p><p></p><p>What I would like to see in the DMG are action zones from Iron Heroes, that you can activate or trigger with a bonus action. That way it has impact on your action economy but doesn't impact damage output tremendously. </p><p></p><p>So walls you can topple, carts you can shove, stuff like that.</p><p></p><p>Here is a section of a review of the book Mastering Iron Heroes that explains it better than I can.</p><p></p><p><em><strong>Zones </strong>are broken into three subsections of their own, condition, event, and action. For the DM that wants to create hyper-realistic e combat scenarios, but lacks the time to create streamlined rules will be happy to see the creation of condition zones. Condition zones create challenges and/or threats to a PC in combat beyond the foe they face. Are your players fighting on a storm tossed ship or are they fighting Demonic Brutes while hanging from a fallen bridge, Temple of Doom style? Mearls has composed the stats and rules for which to generate such a condition. Event zones are similar to condition zones, but only go into effect when an outside source triggers them. For example, your Berserker player just toppled a pillar upon his foes, a great idea until it brings down the entire temple roof. Event zones give the DM the exact conditioners or attack and damage value the falling roof has on everyone involved in the scene. Event zones also provide the foundation for timed effect items within a combat event, such as the Obelisk of Despair, the example item used within Mastering Iron Heroes that requires a Will save every 4 rounds for everyone within range or suffer a -4 to all attack and saves. Action zones allow a DM to create interesting battle settings for his or her players, allowing the combat to be more then character and monster trading blows. Action zones work in a similar fashion to combat stunts as written in Iron Heroes and in a sense they are the same thing. However, action zones are DM created and only go into effect if a character or NPC chooses to use them, such as setting off an avalanche to pummel a marching Orc horde!</em></p><p></p><p>I try and add stuff like this to encounters, it changes things up from rooms with a bit of terrain and a few monsters.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6428974, member: 13009"] Stuff like this is great as prep work, or if you can use natural environment to aid your side great. But in play, most rounds are spent doing the most efficient thing you can to reduce h.p of enemies down to 0 h.p, because death is the worst condition, offense is a great defenses, yada yada. What I would like to see in the DMG are action zones from Iron Heroes, that you can activate or trigger with a bonus action. That way it has impact on your action economy but doesn't impact damage output tremendously. So walls you can topple, carts you can shove, stuff like that. Here is a section of a review of the book Mastering Iron Heroes that explains it better than I can. [I][B]Zones [/B]are broken into three subsections of their own, condition, event, and action. For the DM that wants to create hyper-realistic e combat scenarios, but lacks the time to create streamlined rules will be happy to see the creation of condition zones. Condition zones create challenges and/or threats to a PC in combat beyond the foe they face. Are your players fighting on a storm tossed ship or are they fighting Demonic Brutes while hanging from a fallen bridge, Temple of Doom style? Mearls has composed the stats and rules for which to generate such a condition. Event zones are similar to condition zones, but only go into effect when an outside source triggers them. For example, your Berserker player just toppled a pillar upon his foes, a great idea until it brings down the entire temple roof. Event zones give the DM the exact conditioners or attack and damage value the falling roof has on everyone involved in the scene. Event zones also provide the foundation for timed effect items within a combat event, such as the Obelisk of Despair, the example item used within Mastering Iron Heroes that requires a Will save every 4 rounds for everyone within range or suffer a -4 to all attack and saves. Action zones allow a DM to create interesting battle settings for his or her players, allowing the combat to be more then character and monster trading blows. Action zones work in a similar fashion to combat stunts as written in Iron Heroes and in a sense they are the same thing. However, action zones are DM created and only go into effect if a character or NPC chooses to use them, such as setting off an avalanche to pummel a marching Orc horde![/I] I try and add stuff like this to encounters, it changes things up from rooms with a bit of terrain and a few monsters. [/QUOTE]
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