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<blockquote data-quote="LostSoul" data-source="post: 5484512" data-attributes="member: 386"><p>Once you add Feats to do this sort of thing, DMs will be less willing to allow you to do that sort of thing without the Feat. I call this "Do you have the Feat for that?"</p><p></p><p>*</p><p></p><p>That said, a system for this could work. I'd base it on the level of the terrain compared to your own level as well as the DC hit. Less than Easy, Easy, Moderate, Hard. The idea of "Tier bands" might help (1-3, 4-6, 7-9, etc.).</p><p></p><p>eg. If a terrain element is above your Tier band, shift the result one step to the left: Hard becomes Moderate, Moderate becomes Easy, and Easy becomes a Failure (less than Easy). If a terrain element is below your Tier band, shift the result one step to the right. If the difference in tier bands is greater than one, shift that many steps.</p><p></p><p>Failure - Easy - Moderate - Hard</p><p></p><p>Failure - Catastrophe! </p><p>Easy - No effect on the terrain</p><p>Moderate - Success</p><p>Hard - Great success</p><p></p><p>Maybe there'd be a list of possible effects that the DM selects from. (The Apocalypse World method.) Failure: Catastrophe! Your efforts backfire in some way. Select one - low limited damage expression; blinded (sv); weakened (sv); dazed (sv); ongoing damage (sv); restrained (sv); deafened & immobilized (sv); etc.</p><p>Success: pick one (from a list of good effects); Great Success: pick two from the success list, including destruction of the terrain.</p><p></p><p>That way the players would know what they're getting into, more or less, and be able to judge risk/reward, but there'd be enough leeway for the DM to describe an effect related to what just happened in the game world.</p><p></p><p>I imagine monsters could also take advantage of terrain in this manner, like how mearls described how the fight with the solo in Kobold Hall could be improved by adding some terrain features.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5484512, member: 386"] Once you add Feats to do this sort of thing, DMs will be less willing to allow you to do that sort of thing without the Feat. I call this "Do you have the Feat for that?" * That said, a system for this could work. I'd base it on the level of the terrain compared to your own level as well as the DC hit. Less than Easy, Easy, Moderate, Hard. The idea of "Tier bands" might help (1-3, 4-6, 7-9, etc.). eg. If a terrain element is above your Tier band, shift the result one step to the left: Hard becomes Moderate, Moderate becomes Easy, and Easy becomes a Failure (less than Easy). If a terrain element is below your Tier band, shift the result one step to the right. If the difference in tier bands is greater than one, shift that many steps. Failure - Easy - Moderate - Hard Failure - Catastrophe! Easy - No effect on the terrain Moderate - Success Hard - Great success Maybe there'd be a list of possible effects that the DM selects from. (The Apocalypse World method.) Failure: Catastrophe! Your efforts backfire in some way. Select one - low limited damage expression; blinded (sv); weakened (sv); dazed (sv); ongoing damage (sv); restrained (sv); deafened & immobilized (sv); etc. Success: pick one (from a list of good effects); Great Success: pick two from the success list, including destruction of the terrain. That way the players would know what they're getting into, more or less, and be able to judge risk/reward, but there'd be enough leeway for the DM to describe an effect related to what just happened in the game world. I imagine monsters could also take advantage of terrain in this manner, like how mearls described how the fight with the solo in Kobold Hall could be improved by adding some terrain features. [/QUOTE]
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