Design and Developments: Dirt, Rocks and 10' halls

Rechan

Adventurer
Terrain.

And before anyone asks:
[sblock]A proper command of terrain wins battles -- generals from Sun Tzu to Norman Schrwarzkopf have known this to be true. There's a similar relationship between encounter design and terrain -- a canny use of terrain can transform good encounters into great ones. One of the goals of the 4th Edition Dungeon Master's Guide is to help the Dungeon Master perform just such transformations, which includes providing a bunch of evocative terrain types and advice on their placement and use. Since the book doesn't come out for a while, let's illuminate some of the basics of terrain in 4th Edition Dungeons & Dragons.

While it might seem elementary, let's first examine what we mean by terrain. Terrain is not just what litters the field in an encounter; terrain also forms the dimensions and tactile experience of the encounter itself. Knowing that, there are some things about 4th Edition D&D design that you should keep in mind when building encounters.

First and foremost, not only does the standard 4th Edition encounter tend to have more combatants than in 3rd Edition, both PCs and monsters are more maneuverable as well. This means that the 10-foot by 10-foot rooms of yore have gone the way of the dinosaur (actually that happened in 3E, but that's not relevant to this discussion). Likewise have the 20 by 20 room and even the 30 by 30 room as the sole encounter areas. In fact, the minimum amount of space you typically want to have for a standard encounter is one of those large 10-square by 8-square dungeon tiles! That's 50-feet by 40-feet for all you still counting in feet. Just hold on before you start chucking all those 2-by-2 square dungeon tiles in the garbage -- you'll still need them!

Any DM worth her salt knows that dynamic and interactive stories are more satisfying than railroading narratives. The same is true for battle areas. Larger spaces with interesting terrain that both the PCs and their enemies can take advantage of -- or be foiled by -- is infinitely more fun than a small and relatively empty room that constrains combatant choice to a small set of dreary moves.

But here's the rub -- large areas of interconnecting chambers, complete with alcoves, galleries, and antechambers, are far more exciting than just plopping down a 10 by 8 tile and sprinkling it with rubble. Creating a network of interconnected areas creates numerous avenues of conflict and creates the possibilities for a series of evolving fronts that metamorphoses same-old encounters into tactical puzzles that'll sing like legend to a gaming group. See, you're going to need all those smaller pieces!

Then, once you have the main layout done, populate it with furniture, shrines, rubble, pillars, or maybe even the occasional lightning column or patch of doomspore where needed (and where appropriate), and you've got yourself a pretty vibrant encounter area for your combatants to interact with.

Oh, here's a bit of sound advice that'll keep you out of trouble. Be careful with pits and other steep inclines, and leave 100-foot (or endless) chasms for paragon- or epic-level play. Some of that increased maneuverability of the combatants in 4th Edition comes from attacks that can move foes against their will -- which is all fun and games until someone loses a character!

That aside, D&D is more than just a tactical skirmish game; it's also a game of storytelling and heroic adventure. When designing adventures, you're doing more than just placing interesting terrain pieces for the battle that (let's admit it) will most likely occur; you are also setting the stage of your story. A canny eye toward terrain set up can also help you communicate story elements to your players quickly and without the need to say a single word. Just put down some sarcophagi, and the players will know it's a crypt. Put down an altar, and you've just communicated that it's a temple. Put down piles and piles of bones in front of a yawning cavern, and the players will know their characters are likely in a world of trouble … or you've seen Monty Python and the Holy Grail one too many times.

What the Heck is Doomspore?
Isn't it annoying when those know-it-all designers and developers drop an Easter egg in a preview article and don't back it up with any description? Yeah, I hate that too -- unless I am the one doing it. That said, I empathize a little, so here's the doomspore (or at least a recent version of it).

Doomspore (Any)
Usually found in large, natural caverns, this fungus takes the form of a clump of toadstools, some of which reach a height of about 3 feet tall. A square of doomspore is difficult terrain and provides cover to anyone standing within.

If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of poison damage on a hit. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions; creatures with immunity to or resist poison 5 are immune to the weakened condition also).

This cloud (and its effects on a bloodied character) persists for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.

Placement Advice: More than one doomspore in a room may give an advantage to creatures immune or resistant to poison. Intelligent undead tend to cultivate doomspore, and this debilitating fungus can often be found in caverns infested with zombies. It absolutely inundates areas of the Shadowfell as its growth thrives in the presence of undead flesh that has been shed from its host.

As for the lightning column -- well, you'll just have to wait for that one. I would say I am sorry … but you know I'm not. [/sblock]
 

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Well well well, we have poison damage (and poison 5 resistance!) weakened as a condition, and bloodied PCs taking damage not-bloodied PCs don't. Oh, and a fortitude attack!

A bit of real info for a change!
 

We also have (essentially) confirmation that something very similar to the Zones that Mike introduced in Iron Heroes have been added to Core D&D. And all I can say is "yay!"

Interesting terrain can be the difference between whether a smart fighter can win a battle without gear and whether he gets his hiney kicked. And if you haven't any idea what I'm talking about, I suggest going to see Beowulf.
 

JohnSnow said:
We also have (essentially) confirmation that something very similar to the Zones that Mike introduced in Iron Heroes have been added to Core D&D. And all I can say is "yay!"
Can you explain this for us unfamiliar with Iron Heroes?
 

If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature in the area of a cloud when created, who moves into the cloud, or begins its turn in the cloud, is subject to a Fortitude attack (+10) that deals 1d10 points of poison damage on a hit. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions; creatures with immunity to or resist poison 5 are immune to the weakened condition also).

WTF? So much for speeding up combat. That's not terrain, that's turning a 5 foot step into a Greek Epic.

Terrain: Barglerocks.

If the player steps on a barglerock and it's a Tuesday they take a Reflex +12 attack or suffer 1d12 points of fire damage, unless they are immune to fire, or they have some sort of resistance to fire, or they are flying. Then, they also suffer 5 points of ongoing fire damage. Again, if they are immune they don't suffer this damage. Unless they are bloodied and it's no longer Tuesday. If the player is resistant to fire, they suffer 3 damage. Barglerocks recharge themselves every Thursday, and they don't talk.

At least there is a TON of real info in this update for a change.
 

My only concern: what if I want to design a functioning lair, not just a cool battlefield? I hope the DMG has some helpful advice on making dungeons with internal logic, not just a mish-mash of mechanically interesting terrain.
 

I think the dev team's ability to write concise and clear rules/instructions needs a bit of work:

If any creature enters a doomspore's square (or uses a standard action to kick or poke at it, if within reach), a doomspore releases a cloud of spores that provides concealment to all creatures within its own and adjacent squares. Furthermore, a bloodied creature caught in the cloud is subject to a Fortitude attack (+10, 1d10 poison) at the beginning of its turn or when it moves into the affected area. In addition, a target hit by a doomspore is weakened and takes ongoing poison 5 (save ends both conditions (Save?); creatures with immunity to or resist poison 5 are immune to the weakened condition also). Isn't that implicit?

This cloud and its effects persist for the remainder of the encounter (or for 5 minutes). Once the cloud settles, the doomspore can't produce another for 24 hours.
 

And what's this about no pits? Don't you think there might be a problem with the DM just not including pits? How about this one...

DM: There's an orc camp ahead...

Players: DIG A PIT! That we we can just wait for them to come to us, and we can push them all in.

DM: What? Uh... Well, they might be able to do that to you to!!

Players: Probably not, they're just dumb orcs. But, I guess we'll just have to cover it then, huh?

Party Wizard: Phantasmal Image. No pit here.

DM: Crap. So much for that encounter.

We go from the 15-minute workday to up at the crack of dawn digging trenches. Way to go, 4th edition. :)
 

Simplicity said:
DM: What? Uh... Well, they might be able to do that to you to!!
You don't say this. You let the players go though with thier plans and see what happens.

Players: Probably not, they're just dumb orcs. But, I guess we'll just have to cover it then, huh?

Party Wizard: Phantasmal Image. No pit here.
1. Archers. 2. the caster has ti be concentration rather than participating in the battle 3. they saw the squaremwhere thier friend went, they send you there after him.
Oh, here's a bit of sound advice that'll keep you out of trouble. Be careful with pits and other steep inclines, and leave 100-foot (or endless) chasms for paragon- or epic-level play. Some of that increased maneuverability of the combatants in 4th Edition comes from attacks that can move foes against their will -- which is all fun and games until someone loses a character!
Then the onus is on the PCs to stay away from the edge. Use that new 4E enhance mobility to stay away from the howling chasm.
 

Rechan said:
Can you explain this for us unfamiliar with Iron Heroes?

Gladly. Actually, I'll go one better and quote some of the relevant descriptive text first, and then summarize.

From Mastering Iron Heroes, p. 33.

Zones allow you to create new choices and abilities for characters based on their physical location during an encounter. They can add new options to the standard tactical battle. When characters stand in a particular zone, the players find themselves looking at the combat environment in a whole new way—everything in it becomes an opportunity. A chandelier serves as a convenient swing. A teetering stone wall turns into an avalanche of bricks with a good stiff push.

Zones are powerful tools for creating interesting battlefields. A simple fight with a few thugs can be dull or difficult to spice up, but if you set the same battle in the midst of a sagging ruin during an earthquake, the action becomes far more intense and compelling. What was once a run-of-the-mill battle becomes a tense affair as walls crumble, the floor caves in, and chunks of rock fall from the ceiling.

The DM creates zones to make environments more interesting, and players should always be on the lookout for ways to use them to their advantage. Run along a tree branch with your Balance skill. Jump from a balcony onto the back of the dragon that rampages in the courtyard below. Players never know if the DM has put specific terrain in an encounter area for them to use as a springboard to action. The more inventive they are in combat, the more success they’ll find.

Put simply, Zones are parts of the battlefield that the characters can interact with. There are basically three kinds of zones: condition, event, and action zones. Condition zones describe an effect that continuously functions on the battlefield, such as the storm-tossed decks of a ship, or the icy surface of a mountain pass. Event zones come into play when they activate, and influence the battlefield in some way. They're either timed or triggered. Under this theory, traps are just a particular form of timed event zone. Finally, action zones are parts of the battlefield that the character can activate by direct action, such as a boulder that you make fall over, or a barstool you can pick up and use as an impromptu weapon.

Zones are usually either continuous, reusable, or single-use. A trap that resets in 3 rounds is a reusable triggered event zone. By contrast, a barrel of beer you can overturn to make the footing slippery is a nonreusable action zone.

Sometimes the distinction between different types of zones is a little vague, as is the case with the doomspores mentioned in the Design & Development article. That sounds to me like a triggered event zone (like a trap) but can also be thought of as a non-reusable action zone, since it can be deliberately triggered. Because it does trigger if you enter the square, it's probably better as a triggered event zone.

Zones are awesome, and tend to make battles MUCH more dynamic and exciting. Obviously, any DM has always been able to do this, but for the most part, adjudicating them was left up to the DM. Zones provide much-needed guidance for how to do this.

Does that explain the concept sufficiently? Or do you need a more complete explanation?
 
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