Campaign of the Month: January 2015
Skies of Glass
Terrain and Obstacles
From tangled plants to broken stone, there are a number of terrain features that can affect your movement.
Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs, hampers movement. Each square of difficult terrain counts as 2 squares of movement. Each diagonal move into a difficult terrain square counts as 3 squares. You can’t run or charge across difficult terrain.
If you occupy squares with different kinds of terrain, you can move only as fast as the most difficult terrain you occupy will allow.
Flying and incorporeal creatures are not hampered by difficult terrain.
Like difficult terrain, obstacles can hamper movement. If an obstacle hampers movement but doesn’t completely block it, each obstructed square or obstacle between squares counts as 2 squares of movement. You must pay this cost to cross the obstacle, in addition to the cost to move into the square on the other side. If you don’t have sufficient movement to cross the obstacle and move into the square on the other side, you can’t cross it. Some obstacles may also require a skill check to cross.
On the other hand, some obstacles block movement entirely. A character can’t move through a blocking obstacle.
Flying and incorporeal creatures are able to avoid most obstacles.
In some cases, you may have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. Each move into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space, you take a –4 penalty on attack rolls and a –4 penalty to AC. Typically, creatures that rely on appendages such as wings to fly are incapable of doing so and only light and natural weapons can be wielded while squeezing, shields are typically ineffective in such conditions, though a GM may rule otherwise in unique situations.
When a Large creature (which normally takes up 4 squares) squeezes into a space that’s 1 square wide, the creature’s miniature figure occupies 2 squares, centered on the line between the 2 squares. For a bigger creature, center the creature likewise in the area it squeezes into.
A creature can squeeze past a creature while moving but it can’t end its movement in an occupied square.
To squeeze through or into a space less than half your space’s width, you must use the Escape Artist skill. You can’t attack while using Escape Artist to squeeze through or into a narrow space, you take a –4 penalty to AC, and you lose any Dexterity bonus to AC.
In some cases, the area you may have to move into or through is just barely big enough for you to fit. In such cases a GM may rule that creatures that rely on appendages such as wings to fly are incapable of doing so and only light and natural weapons can be wielded effectively, or possibly up to one handed weapons.
Not being able to see where you are going makes it difficult to make good progress. Moving through an area with poor visibility (GM Discretion) is treated as if moving through difficult terrain for all effects and purposes, though this can also stack with difficult terrain.