Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Destructive Terrain and more dynamic battlefields
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="greyscale1" data-source="post: 4362332" data-attributes="member: 65303"><p>Here are some house rules for more destructive terrain I was considering. Please give me your opinions! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Basically, this system generates a flat Object damage number to be applied to obstacles when characters or enemies push each other into them.</p><p></p><p>Character Level (char doing the moving) * Tier (1 heroic, 2 paragon, 3 epic)+ primary attack stat = Object damage per square pushed.</p><p></p><p>You apply this damage to objects when a creature is pushed 'against' the object (or wall at higher levels) per extra square pushed. If the object damage exceeds the hp of the object then the object breaks in some way and the movement continues as normal. A destroyed object leaves behind a square of difficult terrain.</p><p></p><p>For example, a level 9 fighter uses a move that pushes an enemy 2 squares backwards. There is a square between the enemy a normal wooden door behind it. The enemy moves back into the empty square and then crashes into the door's square. A normal wooden door has 20 hp. Because the enemy had only 1 square of movement left the door takes 13 damage (lvl*teir+str[4]). It is cracked, but nothing mechanical changes.</p><p></p><p>Lets say that same fighter uses the same attack only now there is no space between the enemy and the door. The enemy has 2 movement squares backwards, so the door takes 13+13 damage. Thats more than the doors hp so it splinters and the creature is now standing in a space of difficult terrain. (if the door had less than 13 hp, he would have continued 1 space further).</p><p></p><p></p><p>Still with me? Not too complicated right?</p><p></p><p></p><p>Additional rules:</p><p></p><p>Large creatures deal *2 total damage when being smashed into things. huge *3 and gargantuan *4</p><p></p><p>Objects larger than 1 square, each square they cover has 50% of the total HP and can be destroyed individually. If a creature larger than 1 square is pushed into such an object, each square of object being moved into takes equal damage from the effect.</p><p></p><p></p><p>I feel the scaling mechanism, while nonstandard, does a good job of making the tiers feel different. At heroic tier, you will be hard pressed to damage any relatively sturdy structure, whereas at epic tier you can do things like jump of your hypogryff and dropkick a god forged titan through a castle wall. (castle wall made of stone = 200hp per square [according to the rules i presented] Object damage = {30(char level)*3(Tier)+9(str)}*4(Gargantuan) = 396! Thats enough to punch through a 9 foot wall of solid stone! NOW YOU FEEL EPIC.</p><p></p><p></p><p></p><p>Okay, disclaimer - this is obviously very showy, but doesn't have that HUGE of a mechanical effect. Consider it if you want epic to feel more epic.</p><p></p><p>I am on the fence as to whether I should allow pulls and slides to work too. As DM I would play it by ear, but I as a written rule I think I need to be more specific - there seems to be a ton of people online who hate rule 0. As it stands there are many slides and pulls that would make sense and many that would not - use your judgment. I would personally allow something thematic like bigamy's grasping hands slamming the enemies into a middle-area statue even though it is not technically forced movement.</p><p></p><p></p><p>Again, questions? Comments? Was I clear enough?</p></blockquote><p></p>
[QUOTE="greyscale1, post: 4362332, member: 65303"] Here are some house rules for more destructive terrain I was considering. Please give me your opinions! :) Basically, this system generates a flat Object damage number to be applied to obstacles when characters or enemies push each other into them. Character Level (char doing the moving) * Tier (1 heroic, 2 paragon, 3 epic)+ primary attack stat = Object damage per square pushed. You apply this damage to objects when a creature is pushed 'against' the object (or wall at higher levels) per extra square pushed. If the object damage exceeds the hp of the object then the object breaks in some way and the movement continues as normal. A destroyed object leaves behind a square of difficult terrain. For example, a level 9 fighter uses a move that pushes an enemy 2 squares backwards. There is a square between the enemy a normal wooden door behind it. The enemy moves back into the empty square and then crashes into the door's square. A normal wooden door has 20 hp. Because the enemy had only 1 square of movement left the door takes 13 damage (lvl*teir+str[4]). It is cracked, but nothing mechanical changes. Lets say that same fighter uses the same attack only now there is no space between the enemy and the door. The enemy has 2 movement squares backwards, so the door takes 13+13 damage. Thats more than the doors hp so it splinters and the creature is now standing in a space of difficult terrain. (if the door had less than 13 hp, he would have continued 1 space further). Still with me? Not too complicated right? Additional rules: Large creatures deal *2 total damage when being smashed into things. huge *3 and gargantuan *4 Objects larger than 1 square, each square they cover has 50% of the total HP and can be destroyed individually. If a creature larger than 1 square is pushed into such an object, each square of object being moved into takes equal damage from the effect. I feel the scaling mechanism, while nonstandard, does a good job of making the tiers feel different. At heroic tier, you will be hard pressed to damage any relatively sturdy structure, whereas at epic tier you can do things like jump of your hypogryff and dropkick a god forged titan through a castle wall. (castle wall made of stone = 200hp per square [according to the rules i presented] Object damage = {30(char level)*3(Tier)+9(str)}*4(Gargantuan) = 396! Thats enough to punch through a 9 foot wall of solid stone! NOW YOU FEEL EPIC. Okay, disclaimer - this is obviously very showy, but doesn't have that HUGE of a mechanical effect. Consider it if you want epic to feel more epic. I am on the fence as to whether I should allow pulls and slides to work too. As DM I would play it by ear, but I as a written rule I think I need to be more specific - there seems to be a ton of people online who hate rule 0. As it stands there are many slides and pulls that would make sense and many that would not - use your judgment. I would personally allow something thematic like bigamy's grasping hands slamming the enemies into a middle-area statue even though it is not technically forced movement. Again, questions? Comments? Was I clear enough? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Destructive Terrain and more dynamic battlefields
Top