by
Mike Mearls
Back
in the first
column of this series, I talked about
asymmetry, or the idea that terrain could
hinder one side but not the other. Preferably,
the player characters feel the pain (or annoyance)
of an area but the monsters survive it unscathed.
This
article looks at terrain that inflicts damage
on anyone who crosses it, such as a rivulet
of lava or a jagged, spiked rock. In particular,
it shows how you can determine an appropriate
Challenge Rating for such a threat. After
all, if the terrain hampers the PCs, any encounters
they must deal with there are more dangerous
than normal. With increased danger should
come a higher Encounter Level and the superior
treasure and experience points that tag along
with it.
Terrain
Damage Types
The
easiest way to determine what sort of damage
a terrain feature should deal inflict is to
look at the damage that traps inflict (see
Chapter Three: Adventures in the DMG). Depending
on the type of terrain or the environmental
conditions, you might either have terrain
that either uses an attack, requires a saving
throw, or inflicts damage automatically.
Attacking
Terrain
This
sort of terrain effect must physically strike
a player character to inflict damage. For
example, a minor earthquake could cause the
roof of a cavern to crack, fold, and drop
debris down upon the party. If you see the
PCs using their armor to survive a terrain
feature when you play the scene out in your
mind, it probably uses an attack bonus.
Designing
this sort of terrain is easy. Pick a trap
that uses an attack bonus and has the Challenge
Rating you're shooting for. The PCs receive
XP and treasure for defeating that Challenge
Rating as normal. This assumes that they face
the effect only once during an encounter.
If
they face it about every other round, increase
the CR by 2. If they face it every combat
round, increase the CR by 4. This rough rule
of thumb should keep the danger level balanced
with the potential rewards.
Examples:
Falling rocks, tumbling trees, boiling mud
that pops and roils to spray an area with
searing water, carnivorous plants that snap
at animals.
Saving
Throw
This
type of effect is difficult to fend off with
a shield or a stout suit of armor, but a tough,
quick, or iron-willed player character might
resist it or reduce its effects. If, in your
mind's eye, you see the PCs dodge out of the
way, use their mental focus, or draw on their
toughness to survive an effect, it probably
requires a saving throw.
As
with attacking terrain, terrain that uses
a saving throw effect should draw its Challenge
Rating from a related trap listing. If the
PCs face the effect every other round, increase
the CR by 2. If they face it every round,
increase it by 4.
Examples:
Poison gas, extreme heat, lightning bolts
from a storm.
Auto
Hit
This
sort of terrain inflicts its effects regardless
of the player characters' saving throws or
Armor Class. Only by avoiding the terrain
or bypassing the effect can they dodge it.
If you see an obstacle that the PCs must leap
over or move around in your mind's eye, it
probably automatically inflicts its effects
on characters who come into contact with it.
This
terrain type is a lot harder to judge than
the others. As a rule of thumb, increase the
Challenge Rating of a trap requiring an attack
roll by 2 to determine the auto hit terrain
feature's Challenge Rating. As described above,
increase this by a further 2 points if the
effect plays a role in half the combat (or
every other round), and by 4 if it's a factor
in the entire combat.
Examples:
A collapsing ceiling, a river of lava, a flash
flood.
Challenge
Ratings and the Role of Damaging Terrain
Calculating
a terrain feature's Challenge Rating requires
more finesse than simply applying a number
to it. In the aftermath of an encounter, you
should judge if the terrain played a real
role in the proceedings. For example, a fiery
pool of lava could be a dangerous threat,
but if the player characters lure the fire
giant cleric out of it before attacking him,
it doesn't play much of a role in the adventure.
In this case, it makes sense to scale back
the award for overcoming this obstacle, since
it's confined to only part of the battlefield.
The Challenge Rating guidelines given above
assume that a terrain feature comes into play
throughout an encounter area. Use the following
modifiers if that isn't the case.
| Terrain
Covers . . . |
Modifier |
| Three-quarters
of encounter area |
CR
- 1 |
| Half
of encounter area |
CR
- 2
|
| One-quarter
of encounter area or less |
CR
- 4 |
Other
Effects
If
the traps don't have the specific effect you're
looking for, you can always pick out a spell
to use as the basis for the terrain's effects.
The base Challenge Rating for a terrain effect
that uses a spell is the minimum caster level
for the spell - 2. Determine the spell's damage,
save DC, and other effects by using the minimum
caster level. If you want to use the spell
effect with an attack bonus, double its Challenge
Rating to determine its attack bonus.
An
auto hit effect terrain feature is difficult
to adjudicate in this manner. As a rule of
thumb, increase the base CR by 2. However,
in some cases, this increase doesn't reflect
the danger of the effect. For example, a flesh
to stone effect that doesn't allow a save
probably kills a lot of the party members
automatically. Obviously, the Challenge Rating
should be much higher than normal, or the
effect becomes unbalanced.
Describing
Damaging Terrain
Determining
the Challenge Rating, damage, attack bonus,
or save DC of damaging terrain is the easy
part. Once you've done that, you need to look
at how to present the terrain in your game.
A good, vivid description can do a lot to
make damaging terrain more interesting. If
you simply tell the players that their characters
take a few points of damage each round, you
might rob your campaign of a fun scene or
memorable encounter.
Stunts
and Damaging Terrain
Damaging
terrain is a good way to push the party members
to use stunts (see Chapter Four in The
Book of Iron Might). You might create
an encounter in which the PCs must walk across
a narrow wooden beam to avoid a pit of boiling
water. A red-hot, iron wall might be scalable
only with a good Jump check. When creating
terrain, look at the skill list in the Player's
Handbook and think about how each of the
Strength- or Dexterity-based skills could
play a role in avoiding it.
Did
you catch Part
One and Part
Two of this article?