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<blockquote data-quote="Evilhalfling" data-source="post: 1560975" data-attributes="member: 16991"><p>From the Underdark book -</p><p>if the hallway is narrow or low =</p><p>meaning it is 1/2 the required space for an individual </p><p> -2 to attack with light weapons, -4 with 2 handed, movement at 1/2 </p><p>-2 ac </p><p></p><p>If hallway is both narrow<strong> and </strong> low =</p><p>1/4 movement and double above penalties </p><p>some piercing weapons count as on class size smaller, such as spears.</p><p>-4 ac </p><p></p><p>Crawl space </p><p>meaning 1/4 of the nessary space in either dimension </p><p>5' move only, -4 to hit with light, -8 with 2 handed, and the only missle weapon useable is a crossbow. Loose dex bonus to AC </p><p></p><p>There are 2 smaller catagories as well </p><p></p><p>or Squezzing rules pg 148 phb</p><p></p><p>Orignal rules on climbing around the outside of an ice covered mountain </p><p>from Glacial Rift of Frost Gaint Jarl :</p><p></p><p>"As the rim and ledges are covered with snow, each turn that the party moves roll d6 on 1 some member of party has slipped and fallen, then a 50% chance of the fallen chracter continuing to slide over the edge. Falling damage is capped at 10d6 due to cushioning of snow drifts.</p><p>visablity 150 ft on ledges, the wind is worse at the bottom reducing visablity to 30'. The floor is a maze of ice, snow, ice hillocks and mounds, with sharp peaks of ice and stone thrusting up like fangs. This reduces movement to 1/2. The force of the howling wind and eddying current causes levitating or flying creatures to move in a random direction equal to 1/2 the distance moved. "</p><p></p><p>To convert I would use balance checks DC 5 for movement DC 15 if running or charging, and a second check DC 15 if the first is failed by 5 or more to prevent sliding off. I would subsitute the weather and spot penalties from DMG. I really like the random movement of fliers - perhaps allowing a Fort Save for large or huge size.</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 1560975, member: 16991"] From the Underdark book - if the hallway is narrow or low = meaning it is 1/2 the required space for an individual -2 to attack with light weapons, -4 with 2 handed, movement at 1/2 -2 ac If hallway is both narrow[B] and [/B] low = 1/4 movement and double above penalties some piercing weapons count as on class size smaller, such as spears. -4 ac Crawl space meaning 1/4 of the nessary space in either dimension 5' move only, -4 to hit with light, -8 with 2 handed, and the only missle weapon useable is a crossbow. Loose dex bonus to AC There are 2 smaller catagories as well or Squezzing rules pg 148 phb Orignal rules on climbing around the outside of an ice covered mountain from Glacial Rift of Frost Gaint Jarl : "As the rim and ledges are covered with snow, each turn that the party moves roll d6 on 1 some member of party has slipped and fallen, then a 50% chance of the fallen chracter continuing to slide over the edge. Falling damage is capped at 10d6 due to cushioning of snow drifts. visablity 150 ft on ledges, the wind is worse at the bottom reducing visablity to 30'. The floor is a maze of ice, snow, ice hillocks and mounds, with sharp peaks of ice and stone thrusting up like fangs. This reduces movement to 1/2. The force of the howling wind and eddying current causes levitating or flying creatures to move in a random direction equal to 1/2 the distance moved. " To convert I would use balance checks DC 5 for movement DC 15 if running or charging, and a second check DC 15 if the first is failed by 5 or more to prevent sliding off. I would subsitute the weather and spot penalties from DMG. I really like the random movement of fliers - perhaps allowing a Fort Save for large or huge size. [/QUOTE]
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