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8 months ago ::
Oct 17, 2012 - 9:36AM
#1
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Date Joined:
Dec 10, 2011
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Hey Everyone, I'm sure as you know, within the DMG1, they have a section on fantastic terrain. I love using the stuff, it makes combat interesting, but I'm not good at homebrewing. So please share and post and discuss all your homebrew fantastic terrain for use in combat here!
I'll be using it in a Dark Sun game, so if you have any terrain that's particularly relevant to the Dark Sun universe, I'd appreciate it. (I know they have Dark Sun fantastic terrain in the DSCC, but it doesn't hurt to have more)
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8 months ago ::
Oct 17, 2012 - 12:54PM
#2
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Date Joined:
Nov 30, 2005
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Penny arcade has a sweet series of articles detailing how he made miniature planetoids for various fights. Not exactly the topic at hand, but kind of revalent. www.penny-arcade.com/2010/06/28/dd-in-th...
5e comments and thoughts all in one place. Check it out to provide feedback, mock, or steal ideas. http://community.wizards.com/go/thread/view/75882/28835423/Krusks_5e_Design_Goals?sdb=1
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8 months ago ::
Oct 18, 2012 - 9:21AM
#3
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I love fantastic terrain, specially when they have big, meaningful effects! Makes an encounter totally unique. My favorite from the DMG1 is Cloudspore, and from DMG2 is Doomlight Crystal. I'll share some I prepared for a ice themed dungeon/adventure I'm running:
Thin Ice: Maybe a frozen lake, but may also be a crumbling stone bridge. Whenever someone or something medium or bigger steps out of a Thin Ice square, the square is cracked. Stepping out of a cracked Thin Ice square outright breaks it and it becomes a deep water square. Tip: I built the encounter with very mobile monsters to help break the ice and threw in a couple flying creatures that are unaffected.
Super Slippery Ice: I took this idea from Chris Perkins in the Robot Chicken D&D game on Youtube, but I made it sillier. Before entering the 3rd square of movement, PCs have to roll to avoid falling prone (Chris' idea). I added that a failed roll makes you fall prone and slide in the same direction of the move you were trying to make when you fell, until you hit an obstacle or a regular terrain square. You can actually control the direction of your slide after the 1st square, as long as you keep sliding away from the 1st square (every slide move has to increase the distance between current point and origin, exactly like the rules for charging) Tip: I had the PCs need to activate some levers to open a door during the encounter, this way I forced them to move and allowed them to take advantage of the sliding factor to get around. It was silly but very fun and opened up tactical options! For simplicity I used monsters immune to that (not flying, though, or else melee heroes can't do much).
Rapids: Maybe a shallow but raging river. After being hit, every creature on a rapids square makes an athletics or acrobatics check (feel free to choose a DC). Failure means the creature slides in the direction of the current a number of squares equal to by how much they failed the check divided by 2 rounded down (yeah, I went a bit fiddly on the math here). So, for DC 15, if a character's check is 9, he slides (15-9)/2 = 6/2 = 3 squares. This is a bit similar to the DMG's Whirlwind terrain, but way stronger!
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