Here is a house rule I made that I want an opinion on. Treacherous terrain is even tougher than difficult terrain, costing an extra 10 feet of movement. Additionally, for classes such as circle of the land Druid’s Land’s stride, it counts as only difficult terrain. Leave opinions!
This technically already exists. It's when difficult terrain no longer allows you to move in a normal fashion such as walking and forces you to take a movement option such as crawl, climb or swim.
Difficult Terrain - You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.
These are area you know you can travel through, but there is a cost associated. No dice rolls, but you expend more resources (movement) to go through them.
Terrain Obstacles - Walls, cliffs, icy surfaces, underwater tunnels. To use D&D logic, these are areas you might be able to travel through. There is a chance of failure, so a roll must be made.
You present treacherous terrain as a sort of double difficult terrain. You know you can pass through it, but it will cost you a lot of resources. Difficult terrain is about expending resources, obstacles are about making checks, how about treacherous terrain is a risk.
Treacherous Terrain - Each time you enter or end your turn in treacherous terrain you will be required to making a Saving throw against its dangers--grasping vines, poisonous nettles or unstable jagged rocks--or take damage. Proficiency in the Survival Skill, Land Stride, Favored Terrain and similar abilities grant advantage on this saving throw.
So you have areas you know you can get through safely, but slowly. Difficult Terrain.
You have areas you know you can get through quickly, that might hurt you. Treacherous Terrain.
You have area you might be able to climb, swim or jump over. Obstacles.
I feel like this gives you more room to play around with what you throw at your players than simply doubling the cost of difficult terrain.
"There are two paths ahead of you that lead to your destination. Your ranger comes back to tell you the lay of the lands. Heading further south there a vast expanses of swamp land, difficult terrain, pepper with sections of fast flowing rivers that would need to be overcome, obstacles.
Or instead you can heard more north and skirt around the mountainside, the rains have been intense the last few days and your druid friend tells you that those mountains have a lot of clay, a lot of the terrain will be treacherous."
Of course you could also make an area difficult and treacherous, and full of obstacles, and teeming with wandering enemies. For fun.
Here is a house rule I made that I want an opinion on. Treacherous terrain is even tougher than difficult terrain, costing an extra 10 feet of movement. Additionally, for classes such as circle of the land Druid’s Land’s stride, it counts as only difficult terrain. Leave opinions!
This technically already exists. It's when difficult terrain no longer allows you to move in a normal fashion such as walking and forces you to take a movement option such as crawl, climb or swim.
Difficult Terrain - You move at half speed in difficult terrain--moving 1 foot in difficult terrain costs 2 feet of speed--so you can cover only half the normal distance in a minute, an hour, or a day.
These are area you know you can travel through, but there is a cost associated. No dice rolls, but you expend more resources (movement) to go through them.
Terrain Obstacles - Walls, cliffs, icy surfaces, underwater tunnels. To use D&D logic, these are areas you might be able to travel through. There is a chance of failure, so a roll must be made.
You present treacherous terrain as a sort of double difficult terrain. You know you can pass through it, but it will cost you a lot of resources. Difficult terrain is about expending resources, obstacles are about making checks, how about treacherous terrain is a risk.
Treacherous Terrain - Each time you enter or end your turn in treacherous terrain you will be required to making a Saving throw against its dangers--grasping vines, poisonous nettles or unstable jagged rocks--or take damage. Proficiency in the Survival Skill, Land Stride, Favored Terrain and similar abilities grant advantage on this saving throw.
So you have areas you know you can get through safely, but slowly. Difficult Terrain.
You have areas you know you can get through quickly, that might hurt you. Treacherous Terrain.
You have area you might be able to climb, swim or jump over. Obstacles.
I feel like this gives you more room to play around with what you throw at your players than simply doubling the cost of difficult terrain.
"There are two paths ahead of you that lead to your destination. Your ranger comes back to tell you the lay of the lands. Heading further south there a vast expanses of swamp land, difficult terrain, pepper with sections of fast flowing rivers that would need to be overcome, obstacles.
Or instead you can heard more north and skirt around the mountainside, the rains have been intense the last few days and your druid friend tells you that those mountains have a lot of clay, a lot of the terrain will be treacherous."
Of course you could also make an area difficult and treacherous, and full of obstacles, and teeming with wandering enemies. For fun.
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