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General Tabletop Discussion
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Designing Encounters - Difficult Terrain Use?
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<blockquote data-quote="karlindel" data-source="post: 5136209" data-attributes="member: 27103"><p>I routinely use difficult and blocking terrain in my campaign. I try to change things up so that it stays interesting. Here are a few general types:</p><p></p><p>Road through the mountains: Have a few boulders and the like, a wide path, and difficult terrain to go up the hillside.</p><p></p><p>Trail in the woods: Anything off the path is difficult terrain. There will also be a lot of trees and bushes around. This creates a virtually smaller environment, which can be interesting.</p><p></p><p>Well travelled roads/path: Defined path, off the path is mostly fine, but areas of brush and tall grass that is hindering terrain. pools of shallow water from recent rain can also work well for this.</p><p></p><p>Feywild swamp with overgrown lilypads (i.e. 5' and 10' diameter), goblins riding giant toads hopped from lilypad to lilypad and peppered PCs with slingstones. The riverbanks were not difficult terrain, but falling into the water meant swim checks, which was worse.</p><p></p><p>My advice is to keep things different and put an amount of difficult terrain that is appropriate for the area. Also, contrary to what others have said, it is possible to shift in difficult terrain, if you are an elf and/or have abilities that let you shift more than 1 square. In fact, if you have an elf in the party and do not use difficult terrain, you are shortchanging that player as they never get to use one of their character's racial abilities. Also, difficult terrain makes other movement modes (such as teleport) more valuable, giving people an opportunity to showcase such abilities.</p></blockquote><p></p>
[QUOTE="karlindel, post: 5136209, member: 27103"] I routinely use difficult and blocking terrain in my campaign. I try to change things up so that it stays interesting. Here are a few general types: Road through the mountains: Have a few boulders and the like, a wide path, and difficult terrain to go up the hillside. Trail in the woods: Anything off the path is difficult terrain. There will also be a lot of trees and bushes around. This creates a virtually smaller environment, which can be interesting. Well travelled roads/path: Defined path, off the path is mostly fine, but areas of brush and tall grass that is hindering terrain. pools of shallow water from recent rain can also work well for this. Feywild swamp with overgrown lilypads (i.e. 5' and 10' diameter), goblins riding giant toads hopped from lilypad to lilypad and peppered PCs with slingstones. The riverbanks were not difficult terrain, but falling into the water meant swim checks, which was worse. My advice is to keep things different and put an amount of difficult terrain that is appropriate for the area. Also, contrary to what others have said, it is possible to shift in difficult terrain, if you are an elf and/or have abilities that let you shift more than 1 square. In fact, if you have an elf in the party and do not use difficult terrain, you are shortchanging that player as they never get to use one of their character's racial abilities. Also, difficult terrain makes other movement modes (such as teleport) more valuable, giving people an opportunity to showcase such abilities. [/QUOTE]
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