So it seems to me that the only form of Terrain Walk that remains in 5e is Web Walk. In previous editions of D&D, especially in 4e where it was codified, but even earlier in certain racial and creature natural abilities, some creatures were naturally adept at travelling across certain environments and did not incur movement penalties from difficult terrain within those environments. One example that comes to mind from 4e was that Lizardfolks had Swampwalk, ignoring difficult terrain caused by mud or shallow water, in 3.5 Bhuka Goblins had a similar racial trait that ignored the movement restrictions for travelling across unstable and loose sand and silt. I'll admit, my experiece with D&D is that Difficult terrain was a much more prevalent mechanic in the game in 4e, and much less so in 3.5 and current 5e.
If this is the design direction the game is going in I see why removing Terrain Walk was done, but I can't fathom then why keeping difficult terrain was done as well. Should certain creatures and races still have Terrain Walk? Or should we removed the mechanic of difficult terrain all together?
Difficult terrain, while not a massive feature, still plays a role. For example, web walk - some creatures should be able to walk across it normally (eg spiders), while others would struggle. Other creatures should struggle. Similarly, trying to traverse a snow drift etc should have an effect on your speed. I don't think it should be removed.
What do you see "Terrain Walk" achieving that isn't already doable (without significant fuss) with the current mechanics? What would it add?
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So it seems to me that the only form of Terrain Walk that remains in 5e is Web Walk. In previous editions of D&D, especially in 4e where it was codified, but even earlier in certain racial and creature natural abilities, some creatures were naturally adept at travelling across certain environments and did not incur movement penalties from difficult terrain within those environments. One example that comes to mind from 4e was that Lizardfolks had Swampwalk, ignoring difficult terrain caused by mud or shallow water, in 3.5 Bhuka Goblins had a similar racial trait that ignored the movement restrictions for travelling across unstable and loose sand and silt. I'll admit, my experiece with D&D is that Difficult terrain was a much more prevalent mechanic in the game in 4e, and much less so in 3.5 and current 5e.
If this is the design direction the game is going in I see why removing Terrain Walk was done, but I can't fathom then why keeping difficult terrain was done as well. Should certain creatures and races still have Terrain Walk? Or should we removed the mechanic of difficult terrain all together?
Difficult terrain, while not a massive feature, still plays a role. For example, web walk - some creatures should be able to walk across it normally (eg spiders), while others would struggle. Other creatures should struggle. Similarly, trying to traverse a snow drift etc should have an effect on your speed. I don't think it should be removed.
What do you see "Terrain Walk" achieving that isn't already doable (without significant fuss) with the current mechanics? What would it add?
If you're not willing or able to to discuss in good faith, then don't be surprised if I don't respond, there are better things in life for me to do than humour you. This signature is that response.