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ARCHIVED
TOPIC:
[ DMs Only ]
DATE:
October 21, 2004
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Setting
the Stage
Part
One: Stunts, Maneuvers, and Terrain
by
Mike Mearls
Welcome
to "Setting the Stage," a series
of articles that helps you build interesting
and fun encounters for your campaign. "Setting
the Stage" is written with The
Book of Iron Might in mind, but you
don't need to own it to make use of this series.
The first installment looks at the most basic
types of encounter dressing you can usecover
and blocking terrain. Later installments introduce
new rules and ideas for exotic locales.
The
Book of Iron Might introduces innovative
new systems for high-octane battles in your
roleplaying sessions. The maneuver system
in Chapter One allows you to translate almost
any combat move into its game mechanics effects,
while the stunt rules in Chapter Four illustrate
how you can use simple skill checks to model
fearless deeds of derring-do.
Game
rules exist only within the context of your
campaign. They only come to life when you
unroll your battle mat or assemble your Tact-Tiles,
bust out the chips and soda, and start rolling
dice. This article looks at the context in
which you can use maneuvers and stunts. It
provides new rules and guidelines for designing
encounters where the terrain provides a natural
jumping off point for a stunt. A rickety stone
wall just begs for a beefy fighter to knock
it over and scatter a gang of thugs. An old
oil lantern swings from a cave's ceiling,
providing the perfect target for an archer
who wants to knock it from its hook and send
it crashing onto a troll.
The
terrain and conditions at an encounter area
can open up a wide array of new options and
decisions for both the PCs and their foes.
If you build an interesting area, your encounters
become more memorable and the players grow
more engaged in the game. They must take in
your description of the environs, visualize
it, and think about how they can turn it to
their advantage. This process becomes doubly
important if you demonstrate that their enemies
can and will do the same.
At
their heart, terrain features are like toys
left scattered about the encounter area. With
a little imagination and motivation, the characters
can have a lot of fun with them. The generic
terrain traits given here are meant to illustrate
the mechanics behind a terrain feature. Use
them to consider how you want a part of the
scenery to interact with the encounter.
Cover
Cover
is a good way to make one portion of an encounter
area important or difficult to approach. If
one side has cover and the other doesn't,
the exposed combatants are at a serious disadvantage.
They must either rush their opponents and
turn the cover into a non-factor, or find
a defensible position of their own. Cover
usually has one of two effects. It can turn
an encounter into a mad rush, as both sides
take cover or one makes a crazed charge at
a dug-in position, or it can slow things down.
In the latter case, if both sides have cover
they might be content to sit tight and rely
on spells or ranged attacks. If the party
has a lot of melee-focused characters, the
players might grow bored, or the encounter
could take a while.
Cover
is best used in conjunction with other terrain
features. Since it's a natural attractor for
the characters, you can set up situations
where the party must attempt a stunt or move
through challenging terrain to reach the cover.
A small pile of boulders that can shield the
PCs from an archmage's magic missiles might
be accessible only by a rickety old bridge.
The orc archers fire at the player characters
from behind a stone wall, leading the party's
monk to pole vault over the barrier with his
staff.
Most
maneuver effects involving cover focus on
ways to remove the benefit it offers to a
foe. Sniping Shot can ignore cover, while
the Forced Movement and Knockback melee maneuver
effects can dislodge an opponent. Most stunts
that the PCs use in this situation involve
moving around or through cover. Try to include
terrain features that encourage such actions.
The stone wall that the goblins hide behind
is old and crumbling, leaving it ripe for
destruction. A rogue could anchor his grappling
hook on a wooden beam and swing over the piled
crates that the assassin squad hides behind.
Here's
a quick checklist of issues to consider when
adding cover to the mix:
-
Who
has cover, the PCs or their foes? Will the
cover encourage them to stay put or rush
to seize it or overrun whoever has it?
-
Is the cover accessible? For instance, a
big rock gives an orc archer cover, but
the party's barbarian can just run around
it to clobber the sniper. A wall studded
with arrow slits blocks normal movement.
Consider how easy you want it to be for
the player characters to move to the cover.
This question can have more than a yes or
no answer. The PCs might be able to move
past cover with a clever stunt or good planning.
-
If the cover is accessible, how are the
player characters going to move to or through
it? Try to leave other terrain features
in the encounter that the party can use
to their advantage. An old, wooden cart
might serve as a battering ram. With effort,
the PCs can climb along the walls or ceiling
to get around otherwise impassable terrain.
A Small character could dash beneath a terrain
feature, such as a table, to attack.
-
If the cover is inaccessible, are the player
characters equipped to deal with the situation?
Is the goal of the encounter merely to escape
without taking too much damage from spells
and arrows? In this case, you might allow
the PCs to attempt stunts to avoid spells
or damage. For example, a kobold sorcerer
and his minions use arrow slits to rain
fire on the party. The characters must rush
across a boulder field to safety. Under
the standard rules, the characters cannot
use the boulders for cover. If the kobolds
simply ready their actions, they fire when
a PC is between the protective rocks. A
stunt using Jump or Balance might allow
a player character to move fast enough that
the kobolds suffer a penalty to their attacks.
The PC ducks and leaps from rock to rock,
cutting down his exposure. This action might
be a DC 15 stunt to gain the +4 AC bonus
for cover.
Samples
and Ideas
Here
are a few ideas for using cover in an encounter.
The
monsters take cover behind something that
could be destroyed, such as a rickety brick
wall or bundles of hay that could go up in
flames. If the PCs destroy it, using it either
a maneuver or a stunt, they take out the cover
and hurt their enemies.
The encounter area is studded with cover,
forcing the characters to move from one spot
to the next. Anyone stuck in the open might
suffer a breath weapon or spell attack.
The
cover moves around. Aboard a storm-tossed
ship, crates slide back and forth. A spellcaster
might be safe one moment, only to find himself
open the next. The crates could bull rush
anyone caught in their path.
The
characters can make their own cover by shooting
stalactites from a cavern's ceiling. If the
monsters use this tactic, they might lure
the PCs into the open before springing their
plan.
Barriers
Many
DMs like to think of dungeon maps as flow
charts. They chart out all the possible pathways
that a party can take, making it much easier
to anticipate the characters' moves. Barriers,
or any obstacle that makes movement difficult
or impossible, work in much the same way.
You can use barriers to help channel the characters
into certain areas during an encounter, or
you can use them to present PCs with a limited
number of options. Barriers are great fodder
for stunts and maneuvers, since the characters
usually can gain a tremendous tactical advantage
if they can circumvent anything that blocks
their movement.
Barriers work best at low levels, as parties
of 7th level or higher tend to have spells
and magic items that allow them to fly, levitate,
teleport, and otherwise move from point A
to point B without walking. This is an important
point to remember when creating encounters
for high-level parties. Most PCs have excellent
maneuverability. Don't rely on a barrier or
other terrain feature to slow them down.
Barriers
come in a wide array of forms. A simple dungeon
wall prevents movement, as does a deep, rushing
river. Other "barriers" channel
the characters along certain paths. A tunnel
through a wall forces the PCs to move along
its path if they lack magical means to move
through the stone.
A
barrier might provide a clear path, but moving
through it comes at a price. A river of lava
could kill a PC who tries to move across it
without protection, while a spell such as
spike stones can have a similar effect.
Remember, a barrier is anything that inhibits
or prohibits movement. Use your imagination
to come up with inventive ones.
The
most daunting barriers lack symmetry. In other
words, they prevent one side from moving while
allowing the other to move without penalty.
A river of lava stops a party of adventurers
in their tracks, but a swarm of fire elementals
can move through it with ease. The characters
must move along a ledge set into a cliff face,
but the harpies swooping in to attack can
soar above, behind, and below them. In such
cases, the PCs' enemies can move to attack
then retreat for healing. They can also rain
spells and missile fire upon the party without
fear of the party's barbarians or fighters.
In terms of scenario design, this neutralizes
the party's melee attacks. Just keep in mind
that an encounter that relies solely on ranged
fire and spells might be dull or it could
take a long time, unless the player characters
have the option to rush ahead and escape their
enemies.
Maneuvers
give a character (or monster!) the chance
to turn impassable terrain into a deathtrap.
Knockback becomes a deadly effect if you use
it to send a hobgoblin off the edge of a 100-foot
cliff. A troll might bull rush a dwarf into
quicksand. A white dragon could use an Area
Attack to slam the thin ice that the party
stands upon, smashing through it to plunge
them into the water. Maneuvers in these situations
work best when they take advantage of the
terrain. They don't have to inflict extra
damage to prove useful. A fighter without
ranks in the Climb skill is as good as out
of the fight if an ogre pushes him into a
pit.
Since
barriers channel the characters along certain
paths, you can use that knowledge to plan
ambushes and other tactics. If the PCs' opponents
are intelligent enough to make plans, they
should be ready for the characters as they
move through the area. Snipers might ready
attacks to fire arrows at a PC who emerges
from a tunnel. Rogues or monsters with ranks
in Hide might station themselves for an ambush
or to attack the party from behind once battle
is joined. Just like with your dungeon map,
chart out likely pathways and allow the monsters
to plan their tactics.
Stunts
allow the characters to turn such plans on
their heads. Skills such as Balance, Tumble,
Climb, and Jump can allow the PCs to move
through terrain that should otherwise prove
impassable. The barbarian leaps over the orcs'
trenches, allowing him to attack their king.
A monk uses a vertical run to go up a wall,
run along its length, and leap down upon the
wizard who thought he had a safe firing platform.
If the monsters planned on the characters'
moving along a predictable path, these stunts
can give the PCs a tremendous reward. With
the villains' plans ruined, the characters
are in a good position for victory. This reward
shows the players that stunts can help them,
giving them a great incentive to keep trying
them. If you want stunts to play a big part
in your game, this is a good opportunity to
promote them.
Here's
a quick checklist of issues to consider when
adding barriers to the scene of a battle:
-
What's
the barrier's nature? Does it damage anyone
who tries to move through it, or does it
merely block movement? Does it block line
of sight?
-
Are
the barriers symmetrical? If so, how do
the monsters turn them into an advantage?
If they aren't, what sort of monsters or
villains can avoid the barriers' effects?
-
How
do the monsters plan on taking advantage
of the barriers? Do they have ambushes set
up along the party's likely path? Can they
use the terrain against the PCs, such as
by cutting the ropes that keep a bridge
over a chasm in place?
-
How
can the PCs overcome the barriers? With
their abilities in mind, try to set the
stage for a few stunts that allow them to
get over the barriers. In many cases, the
party might have to split up. You can use
this opportunity to highlight one PC's actions
and talents. For example, the monk might
have to scale a keep's walls, slip into
the gatehouse, defeat the guards there,
and open the gate so that the rest of the
party can charge in and defeat the bandit
king.
Samples
and Ideas
Here
are a few ideas to get you thinking about
how to design and use barriers in encounters.
A
barrier can take someone out of the fight
for a few rounds without killing or injuring
her. A deep pit, water, or quicksand can trap
a character until she gets free.
Open
space can be a difficult barrier if the characters
cannot fly. Crevasses, cliff faces, and other
areas keep lines of sight open while restricting
movement.
Keep
the holes and paths through difficult terrain
at the appropriate size for the encounter.
Large creatures may have to squeeze to move
through narrow areas. A narrow pathway favors
whichever side is outnumbered, since it can
force the larger group to attack one or two
at a time. On the other hand, a narrow pathway
reduces the party's options.
Barriers
do not have to be static. Gates can open and
close, while a gem or some other focus might
control the magic that allows a fiery wall
to burn the characters. If the party destroys
this focus, the wall collapses.
Keep
in mind some of the advice given for cover.
Try to keep one or two options open for stunts.
The party's barbarian might knock over a stone
column to create a bridge over a lava stream.
A monk might jump on the back of a wyvern
when it swoops by to attack the cliff ledge
that the party must navigate.
For
more about maneuvers, see The Book of Iron
Might free
preview. Also check out Part
Two of this article.
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