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Combat in the Woods

doktorstick

First Post
The DMG has spotting distances for heavy and light woods. The PHB says that movement overland through trackless forest is decreased by 1/2. This does not apply to tactical movement.

In combat that occurs in forests/jungle, I am guessing that DM's don't draw out every tree. This would be overly time consuming. What do you do? (And if the majority draw trees, then OK.)

For light and heavy forest, respectively, how do you handle ranged weapons, cover, line of sight, and range increments? I use the DMG as a partial guide. The maximum range for ranged weapons are 2d4x10 ft. and 3d6x10 ft. for heavy and light forest, respectively. I assume that since this is the spot distance for the encounter (furthest distance possible), it is representative of how far someone could shoot in this particular section of the woods.

What about cover? I typically provide 1 degree of cover per range increment. In other words, the first range increment is +0 range penalty and 1/4 cover (+2 AC). The second range increment is -2 range penalty and 1/2 cover (+4 AC). And so forth. I am not entirely satisfied with this approach, but oh well.

I also assume that anyone in a forest (light or heavy) can take full cover behind a tree during their movement. I don't have a good feel with the spacing b/w trees in the various forest densities.

Any help would be greatly appreciated as this comes up a lot for me.

Cheers,
/ds
 

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For true forest, I generally just apply -1 to hit per X squares, with X dependent on the density. I also tend to allow characters to take whatever cover they want.

For scattered trees short of actual forrest, I draw them on.

I haven't had any encounters in jungle terrain, but in true jungle movement could be as slow as 5' per move, with three quarters to full concealment at as little as 15 or 20 feet. Listen checks become incredibly important in this sort of environment, and spot checks would be more likely to detect the movement of the upper regions of plants, as they are bumped from below, rather than an actual creature or NPC.
 

SableWyvern said:
For true forest, I generally just apply -1 to hit per X squares, with X dependent on the density. I also tend to allow characters to take whatever cover they want.

Can you give some examples of X for various densities, please? For example, what would you use for X in light and heavy forests? Thanks.

/ds
 

My game actually has a lot of encounters in the woods. Considering that my group has 2 rangers and a druid, I made some house rules.

In thick undergrowth, movement is slowed to 1/2, but druids and rangers are only reduced to 3/4. Attacks suffer the concealment penalty that I decide, depending on the terrain. The players can declare that they are hiding behind a tree in a genral area, and I will usually let that suffice. If the tactics are important, I will draw every tree, or I will drag out the box of warhammer stuff that we've accumulated over the years. It's such a benefit to game with a guy that owns a gaming store.
 



Peanuts and raisins, M&Ms, any small object from my sons toybox

scatter them around and go from there - peanut = tree, raisin = undergrowth (speed half)
 

OK. So I see we have the visual representation down. Then you get string and carefully draw LOS all the time? I'm actually looking for a good method that doesn't necessitate the need for foodstuffs, monies, or other household items.

Thanks.

/ds
 


Generally, my penalties will range from -1 per 10 squares (sparse) to -1 per 4 squares (very close).

Edit: Note that, as with most of the above posters, I also allow characters to take cover freely, and any such cover modifiers will be in addition to the penalties to hit listed above.

For movement, I generally allow a standard move without any problems.

For a double move, charge or run, I generally require a dex check, DC 5 to 15 (depending on density) to avoid tripping. On horseback, I up the DC by 5 and use a ride check. A fail may mean damage to the rider (and a check to fall off), or the horse may take damage or even go down.
 
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