Rule: Difficult Terrains

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Summary

Difficult Terrain is a kind of environmental hazard that makes Movement difficult. There are two kinds of Difficult Terrain, regular Difficult Terrain (1 ft through costs 2 ft, or 2x), and Greater Difficult Terrain. (1 ft through costs 3 ft, or 3x).

There many ways to ignore difficult terrain, with either certain features or talents, or by using abilities with the Blink or Dashing traits.

  Difficult terrain is any terrain that impedes your movement, ranging from particularly rough or unstable surfaces to thick ground cover and countless other impediments. This rule is simple to follow, and will show up in many ways through CHASE.  

In-Depth

Moving into a square of difficult terrain (or moving 1 feet into or within an area of difficult terrain, if you're not using a grid) costs an extra 1 feet of movement. Moving into of Greater Difficult Terrain instead costs 2 additional feet of movement.   This additional cost is not increased further when moving diagonally, but flying without any skill or special methods (such as passing an Acrobatics with the right talents, or without the right abilities) is considered moving through Difficult Terrain (or Greater Difficult Terrain, depending on the circumstance). You cannot Rush Action through Difficult Terrain.   Low furniture, rubble, undergrowth, steep stairs, snow, and shallow bogs are examples of difficult terrain, whereas water or brush up to your chest or waist, extreme weather, tar, or fields of crops are considered Greater Difficult Terrain.  

Ignoring Difficult Terrain

Certain abilities and features can help you ignore Difficult Terrain. Jumping allows you to ignore difficult terrain while you are airborne, as well as everything with the Blink and Dashing traits. Other things (such as flight or being incorporeal) allow you to avoid the movement reduction from some or all types of difficult terrain, though it doesn’t let you entirely ignore Greater Difficult Terrain unless it specifies otherwise.


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