Environmental Kills
Posted on : 03-07-2010 | By : Brian | In : 4th Edition, Advice, D&D, House Rules
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I’ve talked in the past about terrain powers, and recently I talked about giving tough monsters special vulnerabilities. Well, those two things seem to have given me another idea, an idea that’s been used in video games before but not, as far as I’m aware, in D&D. At least, not explicitly.
The idea is simple: elements of the environment can be used to kill creatures. In some ways, this has always been around. Since there have been hundred-foot chasms and pools of lava, there’s been the opportunity to push your enemies into them. What I’m talking about, though, is the idea of explicitly calling out a terrain kill effect and allowing the players to try to use it. There are some things you should think about when you’re doing so, though.
It Should Require Effort
A terrain kill effect shouldn’t just be a win button for the PCs, a way to bypass the challenge of the encounter. An ideal environmental kill should require some positioning and planning to get it to work just right. Think about Luke Skywalker fighting the rancor in Return of the Jedi. He was fighting against a creature, unarmed, that he couldn’t hope to beat head-on, so he used the environment to kill it. This required him to assess the environment (perhaps a Perception check, as a minor action). It required him to move to a specific area, and hope that his enemy followed him. It also required him to do something difficult (throwing that rock at the control panel), with perfect timing. A little too soon, and he traps himself. A little too late, and he’s rancor lunch. That’s what I’m talking about. An ideal terrain kill should require multiple actions, if not multiple rounds, to set up, but it should be worth it. And that brings me to the next point.
It Should be Lethal
An environmental kill is more than just a damaging terrain effect. You can put lava, or a pit, in an encounter and say it does a lot of damage, and that damage may well kill someone outright. That’s fine. If you’re putting a piece of terrain in the encounter specifically to be used to kill a creature, though, it should do just that. That is, don’t bother with damage; an environmental kill reduces its target to 0 hit points, period. There’s precedent for this kind of effect amongst monsters; bodaks, for example, have a death gaze (which, like a terrain kill, requires multiple successful actions to pull off). Why not give such power to the PCs?
It Should be Limited
Again with the win button. You don’t want your PCs using this effect to kill every monster in the fight; that’s just boring. Ideally, each terrain kill kills a single monster, then it’s used up. This may be because the other monsters now know about it, and avoid it. It may be because the effect can only occur once during the fight (such as Luke’s terrain kill on the rancor). In any case, don’t allow your PCs to over-use your environmental kills; they’re there to be dramatic and cool, and if they happen too often, you’re not achieving that effect. Which brings me to . . .
It Should be Dramatic
Environmental kills are at their most effective when using one swings the direction of the fight in the PCs’ favor. This means that the fight should be a tough one, and the monster that gets killed should be a significant part of what makes that fight tough. You might consider using terrain kills to kill off minions or standard monsters, but if they do, they should kill off more than one. A group of exploding casks of potent dwarven spirits could blow a whole group of orcs up, for example. However, if the effect is going to target a single enemy, that enemy should be an elite, a solo, or a monster three or four levels above that of the party. Don’t waste these effects on your run-of-the-mill goblin archer, unless that archer is doing a lot of damage and is difficult to get to. These effects should give the PCs an edge in the battle when they didn’t have one before.
The PCs Should Know About It
This may seem obvious, but it’s worth stating. Like any good terrain effect, your PCs are only going to use it if they know about it. If you’ve got an awesome terrain kill set up in an encounter that’s otherwise really tough and potentially a TPK, you’d better give the PCs a chance to learn about it (if you don’t simply tell them outright), or they’re not going to think of using it. There’s a tendency amongst PCs to rely solely on their own powers, skills, and items, with environmental powers and effects often not being fully utilized. This is why it’s important to make sure they’re informed. If the environmental kill is out in the open and obvious, just tell the PCs. If it requires some thinking and detection, have them make a check, but make sure the DC is low (or use a technique that I sometimes use: call for a check, but let them succeed regardless of the result). This is one of the reasons that it should take some effort to get one of these effects to work. You don’t want it to be too easy for them, but you do want to make sure they try it, and to try it they have to know about it.
I want to be clear that this is an untested mechanic. I think it would be fun, but I wouldn’t want to overuse it; I’d use it only in climactic and very difficult or unique encounters. I’m thinking I might incorporate one of these into my next session, actually. I’ll let you know how it goes.





