Smeelbo
First Post
Cavernous Walls: Depicting Caves and Tunnels with Squares
When I first read the Kobold Keep adventure, I was disappointed that it was all straight lines and right angles. My favorite introductory scenario involves rooting kobolds out of a silver mine, and I wanted a way to depict caverns and twisting passages in 4E. However, 4E combat depends fundamentally on squares, so I can't really use hexes, partial squares, and so on.
So here is my proposal for representing non-straight tunnels and caves using squares and right angles.
So I can use a simple straight 5' or 10' corridor to represent a winding tunnel, right angles for branching tunnels, and large rectangular rooms for large but rough caverns, add the occassion difficult terrain for rubble or other obstacles, and viola!
I do realize that this is very bad terrain for some characters. It rewards melee and sneakers, and punishes ranged powers. I wouldn't use it all the time. However, it does seem an elegant way to depict windy ways and rough hewn caverns.
Smeelbo
When I first read the Kobold Keep adventure, I was disappointed that it was all straight lines and right angles. My favorite introductory scenario involves rooting kobolds out of a silver mine, and I wanted a way to depict caverns and twisting passages in 4E. However, 4E combat depends fundamentally on squares, so I can't really use hexes, partial squares, and so on.
So here is my proposal for representing non-straight tunnels and caves using squares and right angles.
Cavernous Wall:
If both you and a non-adjacent target are adjacent to the same Cavernous Wall, and all lines of effects pass only through squares adjacent to that same Cavernous Wall, then the target has Cover if within 5 squares, or Superior Cover if further away. Corners between two Cavernous Walls provide Superior Cover.
Simple, elegent, and easy to explain. At the same time it accounts for blocked lines of sight arising from curves of the tunnel and their uneven walls, but is depicted on the battle mat as squares and right angles. Easily depicted, too: I can use a jagged line to indicate a Cavernous Wall on the map.If both you and a non-adjacent target are adjacent to the same Cavernous Wall, and all lines of effects pass only through squares adjacent to that same Cavernous Wall, then the target has Cover if within 5 squares, or Superior Cover if further away. Corners between two Cavernous Walls provide Superior Cover.
So I can use a simple straight 5' or 10' corridor to represent a winding tunnel, right angles for branching tunnels, and large rectangular rooms for large but rough caverns, add the occassion difficult terrain for rubble or other obstacles, and viola!
I do realize that this is very bad terrain for some characters. It rewards melee and sneakers, and punishes ranged powers. I wouldn't use it all the time. However, it does seem an elegant way to depict windy ways and rough hewn caverns.
Smeelbo