Fifth Element said:
Methinks you protest too much. Way too much.
Eh, I wouldn't be so quick to dismiss his complaints. It does add more complexity to an encounter (as in it's more to keep track of). My personal opinion on the matter is that this will (just like AoO) create a stronger need for some type of battlemat and minis. Whether this is a good idea or not...it sounds fun, but like the major complaint about 3.5, for the players. For the DM it's another thing to track (placement, movement and effect).
They've done this type of thing in D&D 3.5, I specifically remember the second room in the armory in Shatered Gates of Slaughtergarde where the wooden pillars holding the ceiling up can be destroyed to cause a cave in. I'm not sure how in depth or how integral I would want something like this to be for encounters. I like Exalted's method of basically leaving it up to the players and GM to use the scenery in stunts and providing a general bonus for integrating the terrain into their actions. It's when you start quantifying every actual specific effect (and thus creating more that has to be accounted for, tracked, etc.) that it, IMHO, it starts to become something of a headache. I mean let's look at this for a minute...
Design & Development said:
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.
I have to keep track of...
1.) whether any PC/NPC or Monster enters a doomspore's square.
2.) whether any PC/NPC or Monster touches the doomspore.
3.) The concealment it's spores create.
4.) Which characters are bloodied and in it's area already, move into the area during combat or begin their turn in it's area.
5.) Make a Fort attack against said character for 1d10 poson damage.
6.) If #5 is succesful apply a weakened condition to target
7.) Again if #5 is succesful apply poison damage each round (that character doesn't save...I think) for the entire encounter.
In the end it just seems like alot to go through for a sideline enhancemment of an encounter. I think this may be one of those things that sounds good in theory and on paper, but has the potential to really slow combat down.