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Community
General Tabletop Discussion
*TTRPGs General
Placement of Terrain and Hazards for Combat
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<blockquote data-quote="Woas" data-source="post: 4997442" data-attributes="member: 16317"><p>Here are some points that I learned when fooling around with terrain hazards (Zones, as they were called in <em>Iron Heroes</em>).</p><p></p><p>First, make them worthwhile. At first there were so many I would add to a scene and be hesitant to give them too much weight as to give the characters easy 'win buttons'. When the characters can dish out metric-buttloads of damage per round themselves and you offer a pillar they can knock over for a d6 of damage, it's not really that helpful. So I started bumping it up, d8... d10... d12! What I found really works though was offering a static base damage plus a die. So the pillar would be 10 guaranteed damage plus a d6 cause that why the players felt they were getting a good 'deal'.</p><p></p><p>Second, put them where stuff is gonna happen. Again when I first started messing around with stuff like this I'd sprinkle them here and there and try to make it look like it 'belonged'. Nobody's gonna break away from the main focus of the scene to go stand by a few pillars and wave a long goblin over so they can just knock it over on them. You wanna use it, it should be in a place where both sides can easily access it to entice the players to use it or risk it used on them.</p><p></p><p>Third, mix it up. Don't just have it always be damage. Some of the most used zones in the games I ran were stuff like tapestries hanging on the walls that could be used to trip or bind an opponent for a few turns. Tipped over tables for instant cover bonuses plus rough terrain on the opposite side where all the broken dishes, slippery food and drink landed were always a fav. I mean who doesn't like flipping over tables?</p></blockquote><p></p>
[QUOTE="Woas, post: 4997442, member: 16317"] Here are some points that I learned when fooling around with terrain hazards (Zones, as they were called in [I]Iron Heroes[/I]). First, make them worthwhile. At first there were so many I would add to a scene and be hesitant to give them too much weight as to give the characters easy 'win buttons'. When the characters can dish out metric-buttloads of damage per round themselves and you offer a pillar they can knock over for a d6 of damage, it's not really that helpful. So I started bumping it up, d8... d10... d12! What I found really works though was offering a static base damage plus a die. So the pillar would be 10 guaranteed damage plus a d6 cause that why the players felt they were getting a good 'deal'. Second, put them where stuff is gonna happen. Again when I first started messing around with stuff like this I'd sprinkle them here and there and try to make it look like it 'belonged'. Nobody's gonna break away from the main focus of the scene to go stand by a few pillars and wave a long goblin over so they can just knock it over on them. You wanna use it, it should be in a place where both sides can easily access it to entice the players to use it or risk it used on them. Third, mix it up. Don't just have it always be damage. Some of the most used zones in the games I ran were stuff like tapestries hanging on the walls that could be used to trip or bind an opponent for a few turns. Tipped over tables for instant cover bonuses plus rough terrain on the opposite side where all the broken dishes, slippery food and drink landed were always a fav. I mean who doesn't like flipping over tables? [/QUOTE]
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