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?