unbound:rules:environment
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| unbound:rules:environment [2024/05/14 14:02] – tailkinker | unbound:rules:environment [Unknown date] (current) – removed - external edit (Unknown date) 127.0.0.1 | ||
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| - | ====== The Adventuring Environment ====== | ||
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| - | The areas a party moves through can be every bit as dangerous as the foes that lurk within it. This isn't just a backdrop for daring deeds, it's a living, breathing entity that shapes the challenges and opportunities faced by intrepid heroes. From treacherous mountain peaks to bustling cityscapes, from forgotten ruins teeming with danger to vibrant ecosystems teeming with life, the Adventuring Environment throws obstacles, tests resourcefulness, | ||
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| - | ===== Vision ===== | ||
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| - | The most fundamental tasks of adventuring---noticing danger, finding hidden objects, or hitting an enemy in combat---rely heavily on a character' | ||
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| - | A given area might be lightly or heavily obscured. | ||
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| - | A heavily obscured area---such as darkness, opaque fog, or dense foliage---blocks vision entirely. | ||
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| - | ===== Light ===== | ||
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| - | The presence or absence of light in an environment creates three categories of illumination: | ||
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| - | **Bright light** lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. | ||
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| - | **Dim light**, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a lamp, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. | ||
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| - | **Darkness** creates a heavily obscured area. Characters face darkness outdoors at night (even on most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. | ||
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| - | ===== Hazards ===== | ||
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| - | Danger lurks not only in the form of menacing monsters and powerful adversaries, | ||
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| - | ==== Falling ==== | ||
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| - | While a character can brace themselves to drop down even as far as six meters, an accidental fall leaves the character no time to prepare. | ||
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| - | The damage inflicted on a fall depends on the distance fallen; | ||
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| - | Find the distance fallen by the character on the table below in order to find the damage. | ||
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| - | Damage inflicted by a fall is Vital damage, and automatically bypasses all Resistance. | ||
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| - | A character who falls farther than 140 meters will reach terminal velocity, and cannot take more damage. | ||
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| - | ^Distance | ||
| - | ^Damage | ||
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| - | === Rocks Fall, Party Dies === | ||
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| - | Any reasonably-sized object that falls onto a character will inflict falling damage on that character. | ||
unbound/rules/environment.1715695334.txt.gz · Last modified: by tailkinker
