Setting the Stage I: Stunts, Maneuvers, and Terrain
Welcome
to "Setting the Stage," a series of articles that
looks at how you can use terrain to 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.
Mike Mearls
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
m ore about maneuvers, see The Book of Iron Might
free preview.
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