azato Posted June 2, 2013 Report Share Posted June 2, 2013 It appears that environmental movement rules pertain to modifiers to DCV and OCV. The question I have is, what about imposing movement penalties for such environments and allowing and Environmental Movement ability to negate it? If so, what would make sense. Also, shooting in woods can be difficult as there are plenty of obstacles (trees) in the way. Waht would be an reasonable OCV penalty for shooting through woods (say -1/5 meters)? Or does that even make sense? Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted June 2, 2013 Report Share Posted June 2, 2013 Change Environment can also (explicitly) be used to model movement penalties and range modifiers. I'd keep the penalties fairly small, no more than a -2 RMod or -2m movement for normal underbrush. Quote Link to comment Share on other sites More sharing options...
Beast Posted June 2, 2013 Report Share Posted June 2, 2013 It is going to depend on how detailed you wish the terrain to be 1 would be to draw out every tree and bush and go from there 2 could have a general range mod add on to simulate the density of foliage(-1 or -2) 3 limit range of bows, as the tree canopy will foul up and long range shots(ala 300) Quote Link to comment Share on other sites More sharing options...
azato Posted June 2, 2013 Author Report Share Posted June 2, 2013 I am not drawing out every tree to model line of site for a number of reasons. The party will have vastly superior firepower but would like to give the natives a "home team advantage" in regards to terrain. The weapons will be firearms for the playing party, and bows for the home team. Regardless of the specifics of the scenario, this is something I have thought about for awhile. I think the 2/2 rule is very simple to remember and utilize ... and it also makes sense. A reduced maximum range is in order too..but it may not come into play. Great stuff, guys! Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted June 6, 2013 Report Share Posted June 6, 2013 Here are a few simple things you can do for obstructed areas. These are usable independently of each other. Half Range: Simply halve the range category distances. This affects PERception as well as attack rolls and encourages combatants to get closer together. Assumed cover: Instead of worrying about cover concretely, for ranged attacks beyond point blank range just assume anything that hits exactly or by 1 was fouled or deflected by intervening terrain / obstructions and subtract 1d3 damage classes from the attack. Blanket Penalty: Just impose a flat -1 to all 3d6 resolutions. Except Climbing...because, obviously. Quote Link to comment Share on other sites More sharing options...
azato Posted June 14, 2013 Author Report Share Posted June 14, 2013 Those are some great ideas, Killer Shrike. Quote Link to comment Share on other sites More sharing options...
Killer Shrike Posted June 18, 2013 Report Share Posted June 18, 2013 Those are some great ideas, Killer Shrike.Thanks! And here's to you 10 character minimum.... Quote Link to comment Share on other sites More sharing options...
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