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| game_systems:combat:environment [2026/03/12 04:25] – elfinlocks | game_systems:combat:environment [2026/03/27 15:56] (current) – [Table: Favored Terrain Types] elfinlocks |
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| ======Environment====== | ======Environment====== |
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| | ===== Favored Terrain ===== |
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| | 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 |
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| | ==== Table: Favored Terrain Types ==== |
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| | <WRAP tablewidth 40%> |
| | {{tablelayout?rowsHeaderSource=Auto}} |
| | ^ 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) | |
| | </WRAP> |
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| =====Falling===== | =====Falling===== |
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| <WRAP center round tip 60%> | <WRAP center round tip 60%> |
| Note to GMs: Reward creativity when falling. If a witty player produces a bedsheet, or someone uses [[priority:magic:spells:tier2:gust_of_wind|Gust of Wind]] to push a falling ally to a handhold, or even to safety, that's part of the fun. At the end of the day, a fall might "kill" a great hero or villain, but they have a habit of returning. | **Note to GMs:** Reward creativity when falling. If a witty player produces a bedsheet, or someone uses [[priority:magic:spells:tier2:gust_of_wind|Gust of Wind]] to push a falling ally to a handhold, or even to safety, that's part of the fun. At the end of the day, a fall might "kill" a great hero or villain, but they have a habit of returning. |
| </WRAP> | </WRAP> |
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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:common_terms#action_types|Immediate Actions]], such as [[priority:magic:spells:tier1:feather_fall|]]. Casting a spell while falling requires a Concentration check at a DC of 10 + [[priority:magic:spells|Spell Tier]]. Casting [[priority:magic:spells:tier5:teleport|]] or a similar spell while falling **does not end your momentum**, it merely changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface. | A character cannot cast a spell while falling, unless the fall is greater than 500 feet, or the spell is an [[chargen:common_terms#action_types|Immediate Actions]], such as [[priority:magic:spells:tier1:feather_fall|]]. Casting a spell while falling requires a Concentration check at a DC of 10 + [[priority:magic:spells|Spell Tier]]. Casting [[priority:magic:spells:tier5:teleport|]] or a similar spell while falling **does not end your momentum**, it merely changes your location, meaning that you still take falling damage, even if you arrive atop a solid surface. |
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| ==== Catching Yourself ==== | ==== Catching Yourself ==== |
| === Diving === | === Diving === |
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| To deliberately dive into a suitable surface, such as water, you may roll an [[priority:skills:athletics|Athletics]] at a DC of 15 to avoid damage from dives of 50 ft. or less. Increase this DC by 1 for every 10 ft. past fifty, if applicable. However, the water **must** be sufficiently deep to accommodate your dive - 10 feet of depth is required for every 100 feet of falling distance, to a maximum required depth of 50 feet for a 500 ft. dive or more. After a dive (successful or not), a creature ends their action 10 feet below the water's surface for every 100 feet of distance fallen (to a maximum of the aforementioned 50 ft. of depth). | To deliberately dive into a suitable surface, such as water, you may roll an [[priority:skills:athletics|Athletics]] check, at a DC of 15, to avoid damage from dives of 50 ft. or less. Increase this DC by 1 for every 10 ft. past fifty, if applicable. However, the water **must** be sufficiently deep to accommodate your dive - 10 feet of depth is required for every 100 feet of falling distance, to a maximum required depth of 50 feet for a 500 ft. dive or more. After a dive (successful or not), a creature ends their action 10 feet below the water's surface for every 100 feet of distance fallen (to a maximum of the aforementioned 50 ft. of depth). |
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