Difficult Terrain and Bad Footing - What a Mess!
Don’t you hate it when fights happen on a
featureless plane where you can retreat endlessly? Many outdoor environments
aren’t as easy to traverse as just walking from one room to another, and
fighting is even more difficult! Have you ever been in a forest? On a beach?
Does it snow where you live? Such difficult terrain makes positioning and
movement much more important in combat, and consequently makes it more fun. So,
let’s talk about the difficult terrain rules and try to consolidate them in one
place, because, oh boy, they are all over the place.
GURPS Basic Set doesn’t have much about
difficult terrain and bad footing. Page 387 has a box about movement costs, separating
difficult terrain into obstructions and bad footing. Now we know that minor
obstructions slow you down. The examples are quite interesting as well, because
I don’t think the book mentions anywhere else that to enter an ally’s hex or a
hex with a body on the ground costs an extra movement point. As for severe
obstructions, “several bodies” could’ve been more concrete. How many? Because
that question may come up in combat, and it did
come up in my games before. Also, there is nothing about the size modifier of
the moving creature and the body of the creature. There is a lot of room for
improvement here, if you don’t want to decide arbitrarily every time it comes
up.
As for terrain that is considered bad footing,
we have mud, waxed floors, stairs, and shallow water (no more than 1/6 your
height). All these require more movement points to move through. But is that
it? If we look at the combat modifiers list at the end of the book, we will see
that attacks, both melee and ranged, take a -2 penalty or more from bad
footing, and active defenses take -1 or more. But is that it? If we check the
Terrain Adaptation advantage, we’ll see that it removes Move and DX penalties
for one specific unstable terrain type. This seems to imply that there are some
DX penalties involved here that apply not only to attack and defense rolls. But
that’s actually it for GURPS Basic Set. These rules are all over the place, and
they aren’t really comprehensive.
Speaking of Terrain Adaptation, while it’s
fresh on the mind, I’ll say that there are four additional forms of it that can
be found in other books. Terrain Adaptation (Swamp) can be found in GURPS
Horror. Terrain Adaptation (Clouds) can be found in GURPS Fantasy Folk: Elves. Terrain
Adaptation (Jungle) can be found in Pyramid #3-95. Terrain Adaptation
(Underwater) can be found in GURPS Martial Arts: Yrth Fighting Styles. Unlike
all others, it costs 10 points, not 5 points.
There is also a perk version of this advantage
called Sure-Footed. Unlike Terrain Adaptation, it only removes combat
penalties, not the Movement and DX penalties. GURPS Power-Ups 2: Perks has the
following terrain types for this perk, implying that the same ones can be used
for Terrain Adaptation – ice, sand, slippery, snow, uneven, and water.
Interestingly enough, Sure-Footed (Water) works in water no more than waist-deep,
which seems far from 1/6 of your height from GURPS Basic Set. GURPS Aliens:
Sparrials also has Sure-Footed that applies to tree branches. Remember the
stability trait from the D&D dwarf race? I represent it with the Sure-Footed
(Uneven) perk.
Also, there are two other perks that do the
same thing – High-Heeled Heroine and Naval Training. Apparently, high heels and
a rocking ship deck also are considered bad footing. Let me go full Quentin
Tarantino here. The High-Heeled Heroine perk description says that you can run,
climb, and fight while wearing high heels without suffering any special penalty
for bad footing. In effect, you have a form of Sure-Footed. However,
Sure-Footed doesn’t eliminate the movement penalties, and this perk seems to
imply that it does. Perhaps, there should be a Terrain Adaptation (High Heels)
advantage then to make it consistent.
Now that I think about it, do different types
of bad footing stack? For example, would a slippery staircase impose a -4 to
attacks and -2 to defense? Would wearing high heels increase it to -6 and -3
respectively? I think that’s a fair assumption.
But still, we haven’t found the answer to what
DX penalties the Terrain Adaptation advantage was talking about. What’s wrong
with you, GURPS? I managed to find an answer in GURPS Dungeon Fantasy 16:
Wilderness Adventures. It says that a -2 penalty is applied to DX rolls to remain standing, and Acrobatics
and Jumping rolls. Pyramid #3-95 expands it a little bit by including all
full-body DX-based skills, such as Dancing.
In addition, GURPS Dungeon Fantasy
16 says that slopes are often bad footing, and moving up or down a slope costs +1/2 movement point per hex, or +1 per hex
for steep slopes.
The
book also has a passage about fighting on slippery footing, such as ice or wet
rocks. In combat, the GM may require you to make a DX-2 roll after each attack
or defense roll. Perfect Balance gives +4. Failure means that you fall down,
and have to make two successful DX-2
rolls in a row to stand back up. I think that a DX-based Survival (Arctic)
would work here as well, if we are talking about ice.
The passage also mentions “environments
that allow a generic DX roll (e.g. walking rather than skating on ice).” But
where did that come from? It seems that something like this should be in GURPS
Basic Set, but it’s definitely not there. And it’s not in GURPS Dungeon Fantasy
16 either. The only place that talks
about it is, surprisingly, GURPS Magic. The Ice Slick spell covers a patch of
ground with a sheet of ice. However, the mechanics are actually different from
the aforementioned bad footing! All
melee attacks and active defenses are at -3, while other physical skills and
ranged attacks are at -2. This is very different. In addition, anyone attempting
to walk or run across an ice slick must roll against DX-2 for every yard of distance. If he fails, he falls.
The spell says “He may, with another DX-2 roll, attempt to stand on his next
turn.” What does that mean? Does it take two Change Posture maneuvers, but only
one DX-2 roll? Or do you fall on your knees, and not prone? This is unclear.
The
Grease spell works similarly. However, it has clearer wording. “Another DX-2
roll is necessary to stand up (but not to sit or kneel).” This implies that you
do indeed fall prone, but have to take two maneuvers to stand up. All other
effects are the same.
Speaking
of Grease, let’s check its Sorcery version. It differs from its Magic version
in that all the penalties are equal to -2, and that you have to roll against
DX-2 when moving only once per turn, not once per yard, which is a huge
difference. Also, you may elect to move slower to gain a bonus And a critical
failure causes 1d-2 injury to a randomly chosen limb. Personally, I’d make it a
random hit location, not a random limb. You can bump your head, after all.
But
do you want me to confuse you even more? Let’s go back to the third edition and
open GURPS Russia. Russia has snow and ice, right? The pdf that I’ve got is
barely legible on the relevant pages, so forgive me if I make any mistakes
here. For the most part, it seems that these rules are identical to the Ice
Slick spell from GURPS Magic, which is no surprise, as that book has been
basically ported from 3e with barely any changes, but has a new addition – if you
walk slowly, that is at Move 1, then you only need to make an unpenalized DX
roll every two minutes to avoid falling. There are also rules for advanced
skating combat, but that’s not something I want to include in this post.
Speaking
of ice and other slippery surfaces – such terrain enables a new movement option
– skidding. While it does appear in GURPS Dungeon Fantasy 2: Dungeons, the more
detailed rules for them can be found in GURPS Martial Arts. The only thing that
I can add is that GURPS Action 5: Dictionary of Danger lets you use Sports (Ice
Hockey) instead of Skating or DX for this purpose.
All
right, we figured out, at least we sort of did, the ice rules, but what about
snow? So far, we only know that it imposes all the normal bad footing
penalties. But have you ever walked through snow? Your speed greatly depends on
the depth of snow, and when it becomes deep enough, the +1 movement point cost
increase starts to feel very underwhelming. Unfortunately, the fourth edition
of GURPS is absolutely silent on this topic. However, let’s go back to GURPS
Russia from the third edition! This book suggests treating each inch of snow as extra 5 pounds of
encumbrance, which sounds fair, if I had to speak from my personal experience.
However, this does require some extra calculations, and if you’d like to avoid
that, you can just make gradations of snow depth – shallow snow imposes +1 to
movement point cost, medium snow imposes +2, and deep snow imposes +3, or
something like that.
Speaking of depth, let’s go back
to the topic of fighting and moving in water. As was said in GURPS Basic Set,
water up to 1/6 of your height counts as bad footing. Sure-Footed (Water), for
some reason removes penalties for water no more than waist-deep. Let’s check
the most comprehensive aquatic resource – Pyramid #3-26. It does say that water
up to 1/6 of your height counts as bad footing, just like GURPS Basic Set, but
also expands these rules a bit. Water deeper than this reduces you to Move 1.
However, if you have the Cannot Float quirk, then you suffer a reduced penalty,
deep water imposes +2 movement points to the movement cost instead of simply
reducing you to Move 1.
GURPS Action 5: Dictionary of
Danger also mentions that even without waves, water can make surfaces slippery,
creating additional bad footing. Also, there are rules for waves sweeping
people overboard and bashing them against the rocks.
Now that ice, snow, and water
are out of the way, we have another terrain feature that comes up incredibly
often in games, but the rules for them, yet again, are spread all over the
place. I’m talking about undergrowth and other dense vegetation.
First of all, let’s check out
one of the relatively obscure books that I actually like a lot – GURPS Magic:
Plant Spells. This book introduces the concept of Density of Vegetation. There
are four density classes – Sparse, Normal, Dense, and Impenetrable. Sparse
vegetation doesn’t penalize you in any way. If you are running through Normal
vegetation, roll every 100 yards against the better of DX or DX-based Running
to avoid tripping and falling down. Dense vegatation imposes a -2 penalty to
ranged attacks due to cover. While walking, roll against DX every 50 yards, and
you may fall if you fail critically. If you are running, use the rules for
Normal density, but at -2. Additionally, certain characteristics are modified:
+3 to Stealth, +2 to Camouflage, -2 to Move, and -2 to Vision rolls.
Impenetrable vegetation cannot be walked through by SM+0 creatures. There also
are guidelines for adjusting the effective vegetation density level for your
Size Modifier, which is very nice. These rules were slightly expanded in
Pyramid #3-95 to include more detailed sensory penalties.
But yet again, this is not the
only set of rules for vegetation. GURPS Action 5: Dictionary of Danger has
different rules. Thick vegetation, like something you like find in the jungles,
counts as bad footing. Running at Move 3 or higher requires a DX-2 roll each turn to avoid tripping and falling.
Extremely dense vegetation entangles you with ST 8 or higher, but you usually
don’t move into such vegetation voluntarily. In addition, some plants might
have thorns, spikes, or serrated leaves that might deal damage to the entangled
victim and possibly poison him as well.
As for the rest of terrain types
that provide bad footing, such as uneven surfaces, stairs, corpse piles,
pebbles, sand, mud, I haven’t found any specific rules, so I assume that they
simply impose bad footing, and that’s it.
And that’s it. As you can see,
you would expect something like bad terrain to have clearer rules, as this is
something that comes up very often and is important, but the rules are all over
the place, and have many inconsistencies. This was one of the most difficult
topic to research, but I am glad that I managed to consolidate everything in a
single place. Now, I just have to decide how some of the terrain types, such as
undergrowth and ice, will work in my games, because rules are a inconsistent.
What’s wrong with you, GURPS? This once again proves that while GURPS does have
rules for everything, the organisation and presentation suffer a lot. Something
like a Rules Compendium would’ve been great.
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