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General Tabletop Discussion
*Dungeons & Dragons
Handling terrain powers in play
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<blockquote data-quote="Manbearcat" data-source="post: 7057348" data-attributes="member: 6696971"><p>1) Anything battlefield elements that can be interacted with (either via stunting, force moving into hazards/traps or hindering/challenging/difficult terrain) always have their mechanical components laid bare to the players. Minions are Minions. Swarms are Swarms. HP and Defenses are made clear. So for Terrain Stunting that I put in at the beginning of battle, look at my Skill Utilities thread. After the fiction is made clear, this exact info would be given to players:</p><p></p><p></p><p></p><p>2) Sometimes players will initiate the terrain element that can be stunted with. A Druid might say something like "Ok, we're at the top of a ridge with loose rocks and boulders strewn across a fairly steep slope? I want to see if I can summon the primal spirits of the wind and trigger a rock-slide on our enemies below!" Then we quickly agree upon:</p><p></p><p></p><p></p><p>3) Probably 80 % of the content of my games is adlibbed in the moment. Terrain Stunts are trivially easy to adjudicate or conjure out of thin air.</p><p></p><p>a) Is this something that can be repeated multiple times in the combat or something that gets used up when interacted? High At-Will Damage Expression (I always use High for stunts) or Limited-Use Damage Expression. </p><p></p><p>b) Which skill applies for success, what DC (A-W are often Medium and L-U are often High), and what is complication/cost of failure (Healing Surge worth of damage, or some sort of control effect UEoYNT).</p><p></p><p>c) AoE? Subtract 25 % of expression budget.</p><p></p><p>d) Tier-Equivalent Control Rider? Subtract 12.5 - 25 % of expression budget (depending on if weak AW or legit E rider). </p><p></p><p>e) Miss and/or Effect? Subtract 12.5 % - 25 % of expression budget.</p><p></p><p>Done.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 7057348, member: 6696971"] 1) Anything battlefield elements that can be interacted with (either via stunting, force moving into hazards/traps or hindering/challenging/difficult terrain) always have their mechanical components laid bare to the players. Minions are Minions. Swarms are Swarms. HP and Defenses are made clear. So for Terrain Stunting that I put in at the beginning of battle, look at my Skill Utilities thread. After the fiction is made clear, this exact info would be given to players: 2) Sometimes players will initiate the terrain element that can be stunted with. A Druid might say something like "Ok, we're at the top of a ridge with loose rocks and boulders strewn across a fairly steep slope? I want to see if I can summon the primal spirits of the wind and trigger a rock-slide on our enemies below!" Then we quickly agree upon: 3) Probably 80 % of the content of my games is adlibbed in the moment. Terrain Stunts are trivially easy to adjudicate or conjure out of thin air. a) Is this something that can be repeated multiple times in the combat or something that gets used up when interacted? High At-Will Damage Expression (I always use High for stunts) or Limited-Use Damage Expression. b) Which skill applies for success, what DC (A-W are often Medium and L-U are often High), and what is complication/cost of failure (Healing Surge worth of damage, or some sort of control effect UEoYNT). c) AoE? Subtract 25 % of expression budget. d) Tier-Equivalent Control Rider? Subtract 12.5 - 25 % of expression budget (depending on if weak AW or legit E rider). e) Miss and/or Effect? Subtract 12.5 % - 25 % of expression budget. Done. [/QUOTE]
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