Setting the Stage; Environment

 Source GM Core pg. 92


Primarily used during exploration, environment rules bring the locales your party travels through to life. You'll often be able to use common sense to adjudicate how environments work, but you'll need special rules for environments that really stand out.

Each of the environments presented in this section uses the terrain rules in different ways, so be sure to familiarize yourself with those rules before reading this section. Some environments refer to the rules for climate and natural disasters. Many places have the traits of multiple environments; a snow-covered mountain, for example, might use both the arctic and mountain environments. For environmental features with effects based on how tall or deep they are, those effects vary further based on a creature's size. For instance, a shallow bog for a Medium creature might be a deep bog for smaller creatures, and a deep bog for a Medium creature could be only a shallow bog for a larger creature (and so insignificant for a truly massive creature that it isn't even difficult terrain).

The Environmental Features table lists the features of various environments alphabetically for quick reference. The Proficiency DC Band entry indicates a range of appropriate simple DCs for that environmental feature while also providing a rough estimate of the danger or complexity of the feature.

Environmental Features

Feature

Proficiency DC Band

Airlocks

Untrained–trained

Atmosphere

-

Avalanches

Expert–legendary

Blizzards

-

Bogs

Untrained–trained

Catwalks

Untrained-trained

Canopies

Trained–master

Chasms

-

Collapses

Expert–legendary

Cosmic Radiation

Expert–legendary

Crowd

Trained–master

Currents

Trained–master

Decompression

Untrained–expert

Doors

-

Earthquakes

Trained–legendary

Elevators

-

Floods

Expert–legendary

Floors

Untrained–expert

Fog

-

Gravity

-

Gravity Wells

Trained–master

Ice

Trained–master

Lava

Expert–legendary

Magnetic Storm

Trained–master

Maintenance Tunnels

Untrained–expert

Precipitation

-

Psystorms

Expert–legendary

Radiation

-

Rooftops

Trained–master

Rubble

Untrained–expert

Sand

Untrained–expert

Sandstorms

Trained–master

Security

-

Sewers

-

Slopes

Untrained–trained

Snow

Untrained–expert

Stairs

Untrained–trained

Streets

Untrained–trained

Temperature

-

Tornados

Master–legendary

Trees

Untrained–master

Tsunamis

Master–legendary

Underwater Visibility

-

Vacuum

Untrained–trained

Volcanic Eruptions

Trained–legendary

Vortex

Expert–legendary

Walls

See Entry

Wildfires

Expert–legendary

Wind

Untrained–legendary

Environmental Damage

Some environmental features or natural disasters deal damage. Because the amount of damage can vary based on the specific circumstances, the rules for specific environments and natural disasters use damage categories to describe the damage, rather than exact numbers. Use the Environmental Damage table to determine damage from an environment or natural disaster. When determining the exact damage amount, use your best judgment based on the perceived level of danger.

Environmental Damage

Category

Damage

Minor

1d6–2d6

Moderate

4d6–6d6

Major

8d6–12d6

Massive

18d6–24d6


Terrain Rules

Environments frequently apply the rules for difficult terrain, greater difficult terrain, and hazardous terrain; these rules are summarized here.

Difficult terrain is any terrain that impedes movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. Moving into a square of difficult terrain (or moving 5 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 5 feet of movement. Moving into a square of greater difficult terrain instead costs 10 additional feet of movement. This additional cost isn't increased when moving diagonally. Creatures can't normally Step into difficult terrain.

Any movement creatures make while jumping ignores terrain that the creature is jumping over. Some abilities (such as flight or being incorporeal) allow creatures to avoid the movement reduction from some types of difficult terrain. Certain other abilities let creatures ignore difficult terrain while traveling on foot; such an ability also allows a creature to move through greater difficult terrain using the movement cost for difficult terrain, but unless the ability specifies otherwise, these abilities don't let creatures ignore greater difficult terrain.

Hazardous terrain damages creatures whenever they move through it. For instance, an acid pool, a corridor filled with molten slag, and a field of razor-sharp grass all constitute hazardous terrain. The amount and type of damage depend on the specific hazardous terrain.


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