===== Height ===== Height is a property applied to some [[section|section]] borders within [[combat|combat]] [[scenario|scenarios]] and some exits in [[exploration|exploration]] scenarios. It may also be a property applied to [[move|movement]]. ==== Falling ==== An entity that falls (whether voluntarily or not) suffers 1d6 damage for each Height value fallen. For instance, falling Height 2 results in 2d6 falling damage. Falling may be voluntary, result from forced movement, or occur as a result of failing an opposed roll within a scenario. The exact circumstances that lead to falling differ in combat and exploration. ==== Combat ==== Height in combat is a somewhat abstract method of denoting the vertical distance between two sections at that crossing. Any [[entity|entity]] may freely Move across a section border with a Height value if the entity is moving in a downward direction. However, doing so results in falling. Some Move entries include a Height value in parentheses, such as Move 1 (Height 2). The Height value provided permits the entity to freely Move across section borders having a Height value equal to or less than the value in the Move entry. An entity that makes such a Move in a downward direction suffers no falling damage. If the Height value of the section border exceeds the Height value in the Move entry, subtract the two and use the resulting number as the # for falling damage. For instance, if an entity moves downward across a Height 3 section border with a Move 1 (Height 2) entry, the entity would suffer falling damage from Height 1. If an entity gains a Height property, it applies to any of their Moves that don't have other Height values listed. An entity cannot Move upward if the Height value of the Move entry is less than the Height value of the section border. Move entries that lack Height values, including most base movement, is presumed to have a Height value of 0. The special movement type [[Fly|Fly]] ignores Height values. [[Phase|Phase]] and [[Teleport|Teleport]] special movement types must have a range equal to or greater than the Height value to perform the movement. See also: [[Climbing|Climbing]] === Height and Range === [[Melee|Melee]] and other [[range|range]] 0 Actions cannot cross Height boundaries (unless they have [[reach|Reach]]). Ranged Actions can cross Height boundaries. The range of the Action must be equal to or greater than the total change in Height when reaching the target. Additionally, the terrain must not obstruct the entity's ability to see the target. Consider the following examples: - A PC wishes to make a ranged [[attack|attack]] against a target 2 sections away with height changes of 1, then 2 across the section borders. The PC must play an Action with range 3 or better since the destination section is a total of 3 Height above the PC's occupied section. - A PC wishes to make a ranged attack against a target 2 sections away on the other side of a chasm, with height changes of -6 and 6 across the section borders. The resulting height difference is 0, so the PC only needs an attack with range 2 or better in order to make the distance. - A PC wishes to make a ranged attack against a target 2 sections away with height changes of 1 and -2 across the two section borders. This attack cannot be made because the shot is blocked by the terrain. - A PC wishes to make a ranged attack against a target 2 sections away with height changes of -2 and -1 across the two section borders. The PC must use an attack with range 3 or better since the destination section is a total of 3 height below the PC's occupied section. The DM can make exception for special circumstances in which these rules are too simple to accurately model the terrain. ==== Exploration ==== In exploration scenarios, [[Climbing|Climbing]] [[Obstacle|Obstacles]] typically have Height values associated with them. This is used to determine the amount of falling damage sustained by an entity playing an [[Action|Action]] against the Obstacle if the Obstacle's [[Reaction|Reaction]] takes effect. When attempting to traverse downward, an entity may simply Move as if the Obstacle were not present, but suffers falling damage in the process.