Wilderness Tiles. Question for guys that use them.

Shadowslayer

Explorer
Just got my nifty new box of Wilderness tiles and they all look pretty sweet. In going through some of them, I was curious on how you rule on some of the terrain features.

For example, the large rocks. Climb check to get up, or just an extra square of movement? Combat advantage to the high ground?

Also, the cliff type ones. Climb check to get up and a tumble check to jump off?

What about the bushes and trees? Concealment but no difficulty to move through? (excepting the trunk on the big trees)

What about some of the oddball ones, like the half submerged giant skeleton or the little 4-grave yard?

Or the ponds and rivers. Looks to me like an easy jump check to get across. (most of them are only 5 feet across)

I mean, I have no doubt I can make this stuff up on my own, but I was curious what everyone else does. Was a little surprised there weren't some suggestions in the box.
 

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Just got my nifty new box of Wilderness tiles and they all look pretty sweet. In going through some of them, I was curious on how you rule on some of the terrain features.

For example, the large rocks. Climb check to get up, or just an extra square of movement? Combat advantage to the high ground?

Well, it depends on how hard I want them to be. DC 10+BLB for a bit of a challenge, and with different heights (1 or 2 squares) it can change the map a bit.

Also, the cliff type ones. Climb check to get up and a tumble check to jump off?

What about the bushes and trees? Concealment but no difficulty to move through? (excepting the trunk on the big trees)

I would do falling for the cliffs and athletics to get up.

As for the bushes, see the top answer. How hard do you want them to get through? Impassible, or difficult, or just blocking line of sight. I have done all of those.

What about some of the oddball ones, like the half submerged giant skeleton or the little 4-grave yard?

I usually do not have those blocking terrain, but instead be focuses for traps or zones of one type or another.

Or the ponds and rivers. Looks to me like an easy jump check to get across. (most of them are only 5 feet across)

Yeah, I have them just minor obstacles.

I mean, I have no doubt I can make this stuff up on my own, but I was curious what everyone else does. Was a little surprised there weren't some suggestions in the box.

Well, those are designed to be used with any roleplaying game, so the list of rules could get quite impressive
 

it is a make it up sort of thing.
But in terms of how my group uses them (going from memory) ...

if it has little triangles (like the fallen tree) it's difficult terrain

If it's an object drawn on without the difficult terrain icons, then it's impassable (or a fall). The impassable things may be bypassed by doing an Athletics climb type (easy, moderate, or hard) check, while things that represent drops (such as cliffs, etc) will be falling damage (an amount dependent upon what the DM wants) - but, basically you want to avoid anything that looks like a fall/pit and you generally can't just walk over anything that looks like a boulder or that they took the time to draw on there.

Obviously, it's a lot of judgment call. And since you can reuse the tiles, things may change a little from encounter to encounter, just be consistent within each encounter.
 

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