| Post/Author/DateTime | Post |
|---|---|
| #1liathanOct 28, 2008 0:33:53 | Hi, In the current game where I am DM, I made the following rule: Rule When you kill a (non insubstantial) creature, this creature leaves a corpse on the battle grid. All square the corpse occupies are considered difficult terrain, if the corpse is at least the size of medium. You can use a standard action, to move a corpse one square if you can drag its weight, or a minor action to kick it down a stairway or pit etc.. What do you think ? Maybe only rule it for two corpses on the same spot ? But I think one corpse is enough to do at least an extended step not to fall over it, so you cant just shift into a corpse-square. PEACH please ![]() Greetings |
| #2QuintariusOct 28, 2008 0:49:01 | Wasn't that RAW? I'm not sure where, but i thought that corpses ARE in fact difficult terrain...(I played it that way since the beginning) If not well...me likes? ^^' |
| #31_ton_ghostOct 28, 2008 10:47:16 | For 3.5, not sure how they rule it in 4th. Give it my best shot though... RAW: See Heroes of Battle (Battlefield Terrain, "Body Piles") Do not take this as gospel per 1 cadavre though. Do note the "battlefield" in terrain. Kinda' implies significant attrition, not simply 1 dead mook you whacked out in a bar brawl. ie)1 body in 1 5ft square. It evolves into other avenues like "partially animated piles", dead ppl clenching x-bows ("dead man's trigger Trap"), hiding (Disguise) amongst dead, etc. Very comprehensive, recommended. Anyway, per those rule, yeah, I think it defaults into it's simplest complication, or "Difficult Terrain", perhaps a few strings attached as well IIRC. Maybe a Tumble/Balance (Acrobatics/Athletics?) penalty as well. For me, I try and give the situation a good "once over" to determine how I should rule on possible compromised terrain. ex) If it's just 1 guy bludgeoned to Hell, probably not a big issue depending on starting terrain. If he was slain/felled w/ significant slashing dmg on a marble floor, yeah, it might get a little slippery, etc. Maybe not Difficult Terrain yeah, but most definetly if a 2nd body is felled there. Someone roasted by a Fireball isn't going to leave alot of blood to slip around on, but perhaps their square might put out a round's worth of Smoke (Concealment) or if same Fireball or intense heat attack were to make it into a square w/ alot of water, you might have a flash of steam (also Concealment) for a brief rnd or 2. Anyway, I like to mix it up; encourages versatility in weapons/offense/tactics. |
| #4lord_karsusOct 28, 2008 21:28:33 | -I recently found out something similar to this, with having PCs need to make balance checks when they walk in slippery things, like blood. |
| #5NeconilisOct 28, 2008 22:22:26 | I've always left dead, dieing or incapacitated creatures on the map as difficult terrain as I'd hate it when defeated enemies suddenly dissapeared to apparently save the world's RAM. Plus it can create interesting and occasionally humorous tactical options. |
| #61_ton_ghostOct 29, 2008 12:09:00 | I've always left dead, dieing or incapacitated creatures on the map as difficult terrain as I'd hate it when defeated enemies suddenly dissapeared to apparently save the world's RAM. Plus it can create interesting and occasionally humorous tactical options. Well said. I am very like-minded when it comes to combat fallout. I want ultimate reality in terms of tactical viability...the balance though is keeping it fast and loose enough that it doesn't slag game play like trying to calculate some super crazy spell effect at epic lvl, etc. It's imperative to mark the main antagonists though, even some minor figures. Can't stand, "Oh, he's dead, take him off the map." You never know when you must designate the right square (body) when a PC needs a quick weapon, a chance to snatch "plot device 'x'", looting in general, or what not. Placement is as important as mobility, even in death IMO. For bodies and all, I allow often or encourage: -Stacked to provide Cover, moreso if "taking a knee" w/ an x-bow or horizontal shooter. Especially relevant for mass combat, military campaigns. -Occaisional Balance check if severely mangled (extensive slashing/piercing dmg) and ground is relatively smooth (most above "hewn stone floor", marble, etc.) -Perhaps a penalty to Move Silently if passing through a "bodied square" in that you're crinkling enemy armor, pushing through their gear, weapons, & organs, etc. You could just default to Difficult Terrain penalities there -Often provoke a Morale check (glorified Will Save) for nasty incidents. -If ripe & rotten, proximity or passing through should cause a Fort Save vs. Disease at correct times -Perhaps Listen penality as enemies in their death throes (-1 to -9 HP) might be wailing, thrashing about, in spasm, etc., a distraction basically. Etc. etc. etc. Happy hunting. |