Post by Rhyldrin Ken'rae on Dec 10, 2014 11:52:43 GMT -5
In a battle, terrain is just as important as your actual power. Obstacles, lines of sight, cover, and high ground vs low ground are just a few examples. Various Terrain provides different bonuses or penalties for those involved.
Cover: Any object of substance that someone can hide behind but can also attack from behind. IE: Crates, half wall, rock debris, collapsed wall, etc.
Bonuses/Penalties:
High Ground vs Low Ground: Shooting up or down at someone due to their position on the battlefield. It may be a group of adventurers are being attacked from above on a small cliff by a band of orcs. Or it may be a hill in the middle of an open area in the woods that allow for a better vantage point. There are three degrees of High Ground vs Low Ground and the related Bonuses and Penalties Scale with them.
Bonuses/Penalties:
Movement (Covering Distance): Instead of the normal grid movement sometimes found in tabletop, given the nature of OH and its text based RP design, movement is based on turns not distance. When determining how large an area is (whether it is the entire map, the distance between two groups, or the distance between a group and a particular objective) the idea is think about how long it would take to cover/reach the area. A very large area to cover may take five turns to move across (a big open field or battlefield) where it may only take two turns for someone to make it from one end of the cave to the other. If the distance can be covered in one movement, or round, then the character can move and attack in the same round. If the distance to be covered takes two movements, or rounds, then the character can't attack until the second round. Distances requiring even more movements/rounds act the same way in that the character can't attack until the last movement/round required to cover the distance.
Terrain Difficulty: There are three different types of Difficult Terrain that vary in difficulty to cross. Terrain Difficulty adds to the number of movements/rounds it takes to cover the distance. The Terrain can be ruble from a collapsed building, acidic mud pits between the two groups, a weakened floor that requires slow movement, etc.
Bonuses/Penalties:
Cover: Any object of substance that someone can hide behind but can also attack from behind. IE: Crates, half wall, rock debris, collapsed wall, etc.
Bonuses/Penalties:
- Attacking Someone Behind Cover (-3 Strike Penalty)/Attacking Someone From Behind Cover (No Bonus or Penalty)
High Ground vs Low Ground: Shooting up or down at someone due to their position on the battlefield. It may be a group of adventurers are being attacked from above on a small cliff by a band of orcs. Or it may be a hill in the middle of an open area in the woods that allow for a better vantage point. There are three degrees of High Ground vs Low Ground and the related Bonuses and Penalties Scale with them.
Bonuses/Penalties:
- 1st Degree: +1 Strike Bonus to High Ground/-1 Strike Penalty to Low Ground
- 2nd Degree: +2 Strike & +1 DMG Bonus to High Ground/-2 Strike & -1 DMG Penalty to Low Ground
- 3rd Degree: +3 Strike & +2 DMG Bonus to High Ground/-3 Strike & -2 DMG Penalty to Low Ground.
Movement (Covering Distance): Instead of the normal grid movement sometimes found in tabletop, given the nature of OH and its text based RP design, movement is based on turns not distance. When determining how large an area is (whether it is the entire map, the distance between two groups, or the distance between a group and a particular objective) the idea is think about how long it would take to cover/reach the area. A very large area to cover may take five turns to move across (a big open field or battlefield) where it may only take two turns for someone to make it from one end of the cave to the other. If the distance can be covered in one movement, or round, then the character can move and attack in the same round. If the distance to be covered takes two movements, or rounds, then the character can't attack until the second round. Distances requiring even more movements/rounds act the same way in that the character can't attack until the last movement/round required to cover the distance.
Terrain Difficulty: There are three different types of Difficult Terrain that vary in difficulty to cross. Terrain Difficulty adds to the number of movements/rounds it takes to cover the distance. The Terrain can be ruble from a collapsed building, acidic mud pits between the two groups, a weakened floor that requires slow movement, etc.
Bonuses/Penalties:
- Moderate Terrain: Adds 1 Movement/Round
- Hard Terrain: Adds 2 Movements/Rounds (2nd Degree High Ground vs Low Ground counts as Hard Terrain)
- Dangerous Terrain: Adds 3 Movements/Rounds (3rd Degree High Ground vs Low Ground counts as Dangerous Terrain).