Combat
Terrain
Structures, walls, fortifications, furniture, and other impediments to travel should be represented on the battle map. There are three basic types of terrain features: difficult terrain, walls, and obstacles.
Combat
Structures, walls, fortifications, furniture, and other impediments to travel should be represented on the battle map. There are three basic types of terrain features: difficult terrain, walls, and obstacles.
Difficult terrain is any terrain feature that you would have to wade through, clamber over, or choose your steps carefully while crossing, such as dense overgrowth, knee-high mud, or a waist-high pile of treasure. Entering a square of difficult terrain costs one extra movement point. Forced movement ignores difficult terrain.
Does not block line of sight.
Entering costs +1 movement point.
Walls are large, immovable structures that obstruct sight and movement on a battlefield. If an encounter takes place in an interior space, walls are usually drawn as an outside border for the map.
Blocks line of sight.
Cannot be moved through.
Usually indestructible.
Any large, immovable feature of the environment that is large enough to block sight is also treated as a wall. A massive bookshelf, a towering marble statue, or a huge sarcophagus built for a giant would all count as walls.
An obstacle is smaller than a wall but too big to easily walk over: a crumbling stone altar, a barrel of ichor, or a wagon loaded with corpses.
Does not block line of sight.
Can only be crossed by jump or teleport.
Usually destructible.
A character next to an obstacle gains cover until they move away from it. Deeds against a creature with cover take a cut.
Forced movement can cause creatures to crash into each other and into terrain features, inflicting damage and destroying obstacles they pass through. If the forced movement occurs as part of an attack, the collision damage is added to any damage dealt by that attack.
When a creature is subject to forced movement and there is an obstacle in the way, the moving creature smashes through it. That creature suffers 2 damage for each square it moves through that contains an obstacle, and the obstacles in those squares are reduced to rubble, becoming difficult terrain.
When a creature is forced to move and there is a wall in the way, the creature's movement ends, and it takes 2 damage for each square it could not travel.
If the wall is temporary in nature or made of thin or crumbling material, the Judge may treat it like an obstacle instead. Walls created by deeds and other creature effects are always destructible in this way.
When one creature is forced to move into another creature's space, the moving creature stops in an adjacent square, and they each take 1 damage for each square it could not travel.
When you cause an effect that forces multiple creatures to move, you move them one at a time in the order you choose, resolving each instance of collision damage after each movement.
When you and an ally engage a creature from direct opposite sides, you both gain an edge on melee deeds against them.
Being higher up than your opponent grants you a bonus on ranged deeds. While you are at least two squares higher than an enemy, you gain an edge on ranged deeds.
A field is an effect that lingers on the ground after a deed is finished, such as a pile of rubble or a bed of hot cinders. A square can only be affected by one field at a time, and placing a new one overwrites the existing field in any overlapping squares. Unless replaced, a field lasts until the end of the encounter.
A square with terrain damage deals its damage instantly to each creature that enters it. This happens whether a creature was forced to move or not. A teleporting or jumping creature ignores terrain damage in all but the last square they enter.
Icy or oily terrain can cause moving creatures to fall. When you first enter an area with slippery terrain, you must make a simple Grace check. Gain toppled and lose your remaining movement points on a failure. You only need to make this check for the first slippery square you enter each turn.
Some effects leave behind clouds of dust, fog, or smoke. A square can only be affected by a single cloud at a time, and a new cloud overwrites any existing clouds in the overlapping squares. Unless otherwise stated, a cloud remains until the end of the encounter.
A light cloud partially obscures vision across its threshold. Deeds take a cut if the attacker's line of sight crosses the threshold of a light cloud.
A dark cloud is opaque and impossible to see through. The threshold of a dark cloud blocks sight entirely: creatures never have line of sight across the threshold, even if one is adjacent to the other. Further, a creature inside a dark cloud only has line of sight to adjacent creatures that are also inside the cloud.
Certain enemies can occupy multiple squares. A massive enemy can draw line of sight from any of the squares it occupies, so when it is partially inside a cloud, it may be able to target creatures outside the cloud without its line of sight crossing the threshold. Likewise, if a character can draw line of sight to any part of a massive enemy without crossing a cloud threshold, the enemy gains no benefit from being partially inside that cloud.
A massive enemy partially inside a dark cloud only has line of sight to other creatures in the cloud if they are adjacent.
A creature that is pushed off a ledge plummets to the ground below. It suffers 1d6 damage per two squares it falls, and it gains toppled upon landing.