by
Mike Mearls
In
Part
One of "Setting the Stage,"
we discussed how to use cover and blocking
terrain to construct interesting and fun encounters
for your campaign. This week, let's turn our
attention to concealment, perhaps the most
vexing environmental effect that you can throw
at your players.
Nothing's
more frustrating than having a +19 attack
against a puny kobold come up with nothing
but air because of smoke, fog, or some other
concealing effect. Concealment also has a
very cool secondary effect: It blocks sight,
but it has no effect on movement. The characters
can't see what's coming, but whatever's on
the horizon can move to attack them without
concern. Thus, concealment can turn the simplest
encounter into a tense struggle. The characters'
attacks may miss despite their skill and tactics,
while opponents can pounce upon them with
little or no warning.
Using
concealment in your encounters takes a good
deal of careful planning. This article discusses
some of the challenges associated with its
use.
In
an area with concealment, how often you attack
becomes almost as important as how well you
fight, if not moreso. Creatures with many
attacks, or mobs of many creatures, tend to
have an advantage over the party. In most
groups, only one or two characters have a
good attack bonus or the hit points and Armor
Class to wade into a direct confrontation
with an opponent. Spellcasters who rely on
touch attacks, either ranged or otherwise,
might end up blowing spell slots on missed
concealment checks. Characters who rely on
ranged attacks are particularly hurt, since
concealment may make attacks beyond a few
squares away impossible.
Given
the penalties the characters must cope with,
it is relatively easy to cast concealment
as an asymmetrical condition. Monsters with
blindsight or similar abilities can ignore
concealment. Not only do their attacks function
as normal, but they can maneuver without restriction.
Since they can't see far ahead, the characters
must move forward cautiously. Meanwhile, the
monsters can set up traps, prepare ambushes,
and make similar preparations. If you really
want to give the party a headache, set a spellcaster
with blindsight against them. While fireballs
and magic missiles hammer them from
beyond a cloud bank, they can do little but
guess at their opponent's location.
Terrain
and Concealment
Low walls, pits, and other mundane obstacles
become much more daunting in an area filled
with fog or magical darkness. Since the party
members cannot see the terrain, they have
no way of planning on attack or preparing
for their opponents' tactics. The characters
might blunder into a bramble bush, tumble
into a hole, or fall down stairs that they
simply didn't see. If the monsters can see
through the concealment without penalty, this
situation becomes even worse.
In
many cases, an encounter that uses concealment
may benefit from less, rather than more, terrain.
If the party cannot see but the monsters can,
the monsters can use spells and ranged attacks
without fear of a counter-strike.
Stunts,
Maneuvers, and Concealment
With
The Book of
Iron Might, the players (and DM) can
make use of maneuvers and stunts. (For more
on maneuvers, see our online
preview.) Concealment affects maneuvers
like any other attacks, making them just as
risky as standard strikes. Of course, we could
always use a new maneuver effect to take care
of that:
Accurate
Strike (Intelligence, Wisdom)
You
take careful focus with your attack, lashing
out only if you are sure you have an opponent
before you. This maneuver requires you to
take a few passive, tentative strikes. The
penalty reflects your chances of making an
ineffectual attack, or perhaps not making
one at all, as you hold your strike for too
long.
Prerequisite:
None.
Rules:
You ignore any concealment your opponent
gains against your attacks.
Penalty:
You suffer a -10 penalty to attack rolls
against a creature with concealment (25 percent
miss chance), and a -20 penalty to attack
rolls against a creature with full concealment
(50 percent miss chance).
Ranged
Attacks: You can use this maneuver effect
with a ranged attack, but the target must
be within 30 feet, and you must be able to
see him.
Special:
You can use this ability only against
creatures that have concealment. You cannot
use it against targets that gain a miss chance
due to other abilities, such as incorporeal.
When
it comes to stunts, there isn't much you can
do that is specific to an area with concealment.
If you run a game that features a lot of stunts
and crazy, movie-style action, you might want
to give a character a bonus to any stunt in
such an environment. After all, a leap over
a stone wall is much more dangerous if you
can't see what's on the other side.
Did
you catch Part
One of this article?