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| game_systems:combat:environment [2026/03/11 23:12] – elfinlocks | game_systems:combat:environment [2026/03/27 15:56] (current) – [Table: Favored Terrain Types] elfinlocks | ||
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| ======Environment====== | ======Environment====== | ||
| + | ===== Favored Terrain ===== | ||
| + | |||
| + | Certain Paths may provide characters with bonuses restricted to a specific locale. These are referred to as Favored Terrains. See below for a complete list of what Favored Terrains there are to choose from | ||
| + | |||
| + | ==== Table: Favored Terrain Types ==== | ||
| + | |||
| + | <WRAP tablewidth 40%> | ||
| + | {{tablelayout? | ||
| + | ^ Favored Terrains | ||
| + | | Cold (ice, glaciers, snow, and tundra) | ||
| + | | Desert (sand and wastelands) | ||
| + | | Forest (coniferous and deciduous) | ||
| + | | Jungle | ||
| + | | Mountain (including hills) | ||
| + | | Plains | ||
| + | | Planes (pick one, other than Material Plane) | ||
| + | | Swamp | | ||
| + | | Underground (caves and dungeons) | ||
| + | | Urban (buildings, streets, and sewers) | ||
| + | | Water (above and below the surface) | ||
| + | </ | ||
| + | |||
| + | |||
| + | ---- | ||
| =====Falling===== | =====Falling===== | ||
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| What goes up must eventually come down, particularly when it comes to adventurers. Below are the rules for how painful that process may be, and how quickly it occurs. | What goes up must eventually come down, particularly when it comes to adventurers. Below are the rules for how painful that process may be, and how quickly it occurs. | ||
| - | When a creature falls, that creature takes an amount of damage equal to half the distance fallen (round up to the nearest full increment). The maximum damage a creature can take from falling is 750, from falling 1,500 ft. | + | A creature falls at the beginning of their turn, and the effects of the fall must be calculated immediately. When falling, you are far to preoccupied with approaching terminal velocity to act as you normally would upon solid ground. The creature may employ [[chargen: |
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| + | <WRAP center round tip 60%> | ||
| + | **Note to GMs:** Reward creativity when falling. If a witty player produces a bedsheet, or someone uses [[priority: | ||
| + | </ | ||
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| + | A character cannot cast a spell while falling, unless the fall is greater than 500 feet, or the spell is an [[chargen: | ||
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| + | ---- | ||
| ==== Catching Yourself ==== | ==== Catching Yourself ==== | ||
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| ==== Deliberate Falling ==== | ==== Deliberate Falling ==== | ||
| - | If a creature jumps down on purpose, rather than through involuntary means, they may use [[priority: | + | If a creature jumps down on purpose, rather than through involuntary means, they may use [[priority: |
| - | If a character deliberately jumps down instead of slipping or being pushed (or any other involuntary action), they may instead elect to use [[priority: | + | ==== Soft Landings ==== |
| + | Falling onto a particularly soft surface (such as a conveniently placed hay bale, sand, mud, and the like) converts half of the fall damage into [[game_systems: | ||
| - | ---- | + | Small objects that are too weak to provide a handhold may still impede a fall and soften the landing, and as such this may confer the effects of a soft landing (at GM discretion), |
| + | <WRAP center round info 60%> | ||
| + | If a creature possesses the ability to [[game_systems: | ||
| + | </ | ||
| - | Falling onto a softer or yielding surface converts 50% of the Fall Damage into Non-lethal. This generally includes Sand, Mud and very soft soils. Any fall greater then 100ft does not follow this rule. | + | === Diving === |
| - | Falling into Water or similar converts 100% of the fall into non-lethal damage, a fall less then 20ft doesn' | + | To deliberately dive into a suitable surface, such as water, you may roll an [[priority: |
| + | |||
| + | ---- | ||
| - | ====Additional Technical Details==== | ||
| - | A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall. Casting a spell while falling requires a concentration check with a DC equal to 10 + the spell’s level. Casting teleport or a similar spell while falling does not end your momentum, it just changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface. | ||
| - | A character falls at the start of their turn. No actions aside from immediate actions (not even free actions aside from speaking, or likely screaming) may be taken before calculating the fall effects. This means if a character is pushed off a ledge they do not fall " | ||
| - | If a creature possess or actively has Earth Glide they may treat solid Earth and Stone as a liquid similar to water. | ||
| - | Often smaller or softer objects may impede a fall but cannot stop it or are too weak to provide a handhold. In cases like this it should be treated as smaller falls into Soft ground or Water like liquids. A character falling through such a material might be able to mitigate more damage or convert it into non-lethal. Things like branches, webs, stalls and ropes on a ship are all good examples. This is often a good option if someone unintentionally falls and it was never meant to be a risk, but was instead a freak accident or a unfortunate description of the terrain. | ||
| - | Lava is not a water-like liquid. Nor is a river of molten metal (normally). These liquids are too dense to break a fall. | ||
| - | Reward creativity when falling. If a witty character produces a sheet or uses Gust of Wind to push them selves to a handhold or even safety that's part of the fun. At the end of the day a fall might " | ||
