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, OSR, & D&D Variants
*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
Million Dollar TTRPG Crowdfunders
Most Anticipated Tabletop RPGs Of The Year
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
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
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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fighting in Rushing Waters
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="MortalPlague" data-source="post: 5014246" data-attributes="member: 62721"><p>For next session, I have prepared an encounter that will be fought ankle-deep in torrential water. An earthquake shattered the floor of this room, and it slopes gently towards a gaping chasm. The majestic fountain at one end lost the basin entirely, and its rushing waters form a long, rapid torrent from the north wall to the cliff, thundering over and down into darkness. The battlefield varies in length, from 7 to 10 squares between the north wall and the cliff.</p><p></p><p>The fight is designed to be a very tough one for my ninth level party. They will be fighting the necromancer ally of a powerful undead knight. The big gimmick to the fight will be the water; this is what I'm thinking:</p><p></p><p><em>At the start of each player's turn, they slide two squares towards the cliff. If they begin their turn prone, they slide two additional squares towards the cliff (four total). Any movement made against the current costs two squares per, while any movement with the current may be doubled. A character who moves more than two squares on their turn must succeed on an acrobatics check (DC 20) or fall prone.</em></p><p></p><p>This is a balancing act; I want to have some neat terrain rules for the water, but I don't want to cripple the ability of characters to move around. I'm mostly concerned about the 'moving over two squares' bit; is it too harsh? I'd remove it, but I'd like to involve acrobatics in some way. People who train in acrobatics (and thus gain the benefits of 'balance') ought to have an advantage in this sort of terrain.</p></blockquote><p></p>
[QUOTE="MortalPlague, post: 5014246, member: 62721"] For next session, I have prepared an encounter that will be fought ankle-deep in torrential water. An earthquake shattered the floor of this room, and it slopes gently towards a gaping chasm. The majestic fountain at one end lost the basin entirely, and its rushing waters form a long, rapid torrent from the north wall to the cliff, thundering over and down into darkness. The battlefield varies in length, from 7 to 10 squares between the north wall and the cliff. The fight is designed to be a very tough one for my ninth level party. They will be fighting the necromancer ally of a powerful undead knight. The big gimmick to the fight will be the water; this is what I'm thinking: [i]At the start of each player's turn, they slide two squares towards the cliff. If they begin their turn prone, they slide two additional squares towards the cliff (four total). Any movement made against the current costs two squares per, while any movement with the current may be doubled. A character who moves more than two squares on their turn must succeed on an acrobatics check (DC 20) or fall prone.[/i] This is a balancing act; I want to have some neat terrain rules for the water, but I don't want to cripple the ability of characters to move around. I'm mostly concerned about the 'moving over two squares' bit; is it too harsh? I'd remove it, but I'd like to involve acrobatics in some way. People who train in acrobatics (and thus gain the benefits of 'balance') ought to have an advantage in this sort of terrain. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Fighting in Rushing Waters
Top