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Height

Height is a property applied to some section borders within combat scenarios and some exits in exploration scenarios. It may also be a property applied to 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 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 ignores Height values. Phase and Teleport special movement types must have a range equal to or greater than the Height value to perform the movement.

See also: Climbing

Height and Range

Melee and other range 0 Actions cannot cross Height boundaries (unless they have 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:

  1. A PC wishes to make a ranged 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.
  2. 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.
  3. 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.
  4. 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 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 against the Obstacle if the Obstacle's 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.

height.txt · Last modified: 2019/05/08 10:50 by triptycho