Comments on 2007-10-29 Kurobano

Forest Terrain (Dungeon Masters Guide)

Forest Terrain Features Forest terrain can be divided into three categories: sparse, medium, and dense. An immense forest could have all three categories within its borders, with more sparse terrain at the outer edge of the forest and dense forest at its heart.

The table below describes in general terms how likely it is that a given square has a terrain element in it.

Feature Sparse Medium Dense Typical trees 50% 70% 80% Massive trees - 10% 20% Light undergrowth 50% 70% 50% Heavy undergrowth - 20% 50%

Trees: The most important terrain element in a forest is the trees, obviously. A creature standing in the same square as a tree gains a +2 bonus to Armor Class and a +1 bonus on Reflex saves (these bonuses don’t stack with cover bonuses from other sources). The presence of a tree doesn’t otherwise affect a creature’s fighting space, because it’s assumed that the creature is using the tree to its advantage when it can. The trunk of a typical tree has AC 4, hardness 5, and 150 hp. A DC 15 Climb check is sufficient to climb a tree. Medium and dense forests have massive trees as well. These trees take up an entire square and provide cover to anyone behind them. They have AC 3, hardness 5, and 600 hp. Like their smaller counterparts, it takes a DC 15 Climb check to climb them.

Undergrowth: Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.

Forest Canopy: It’s common for elves and other forest dwellers to live on raised platforms far above the surface floor. These wooden platforms generally have rope bridges between them. To get to the treehouses, characters generally ascend the trees’ branches (Climb DC 15), use rope ladders (Climb DC 0), or take pulley elevators (which can be made to rise a number of feet equal to a Strength check, made each round as a full-round action). Creatures on platforms or branches in a forest canopy are considered to have cover when fighting creatures on the ground, and in medium or dense forests they have concealment as well.

Other Forest Terrain Elements: Fallen logs generally stand about 3 feet high and provide cover just as low walls do. They cost 5 feet of movement to cross. Forest streams are generally 5 to 10 feet wide and no more than 5 feet deep. Pathways wind through most forests, allowing normal movement and providing neither cover nor concealment. These paths are less common in dense forests, but even unexplored forests will have occasional game trails.

Stealth and Detection in a Forest: In a sparse forest, the maximum distance at which a Spot check for detecting the nearby presence of others can succeed is 3d6x10 feet. In a medium forest, this distance is 2d8x10 feet, and in a dense forest it is 2d6x10 feet.

Because any square with undergrowth provides concealment, it’s usually easy for a creature to use the Hide skill in the forest. Logs and massive trees provide cover, which also makes hiding possible.

The background noise in the forest makes Listen checks more difficult, increasing the DC of the check by 2 per 10 feet, not 1 (but note that Move Silently is also more difficult in undergrowth).

– Daniel B 2007-10-30 11:13 UTC

Hehe. Da ich den DMG auch habe, reicht das nächste Mal eine Seitenangabe. Ich sehe schon dass Bäume auf der Karte den taktischen Aspekt verstärken können.

2d6x10 Fuss ist natürlich schon besser als fünf bis zehn Fuss. Ob das bei jedem Spot Check ausgewürfelt wird, oder einmal pro Encounter? Einmal pro Encounter scheint passender.

Was Hide, Spot, Move Silently und Listen angeht werden mich die Spieler, die darauf setzen wollen, daran erinnern müssen. :)

– AlexSchroeder 2007-10-31 21:54 UTC

Ich dachte nur, dass alle anderen den Text auch lesen können….

– Daniel B 2007-11-01 07:57 UTC

Hm. Guter Punkt…

– AlexSchroeder 2007-11-01 09:06 UTC

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