[OFFICIAL MAP] The Swamp (WATER)

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[OFFICIAL MAP] The Swamp (WATER)

Post by admin » Sun Sep 13, 2009 12:21 am

Map Details

TITLE: The Swamp
VERSION: v1.0
CREATOR: admin
SETTING: Outside swamp (mosquitoes included!)
APPROXIMATE SIZE: 100'x35' (20x7)
SYMMETRIC: No
LIGHTING OPTIONS: Daylight
STARTING POSITIONS: Position #1: C03 to F03 (roll 1d4), Position #2: C22 to F22 (roll 1d4)
CREATOR'S NOTES: This is a swamp. Land movement is at half-speed on all islands, where sufficient 'ground' is present (around 50% of the green surface). These islands are all considered "Shallow Bogs". The areas between the islands are all considered "Deep Bogs". Vegetation does NOT add cover or impede movement any more then the Bogs do, as those are included in the movement penalty.
HISTORY: (this map has not yet been used)
Shallow Bogs wrote: If a square is part of a shallow bog, it has deep mud or standing water of about 1 foot in depth. It costs 2 squares of movement to move into a square with a shallow bog, and the DC of Tumble checks in such a square increases by 2. Shallow bogs increase the DC of Move Silently checks by 2
Deep Bogs wrote: A square that is part of a deep bog has roughly 4 feet of standing water. It costs Medium or larger creatures 4 squares of movement to move into a square with a deep bog, or characters can swim if they wish. Small or smaller creatures must swim to move through a deep bog. Tumbling is impossible in a deep bog.

The water in a deep bog provides cover for Medium or larger creatures. Smaller creatures gain improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or larger creatures can crouch as a move action to gain this improved cover. Creatures with this improved cover take a -10 penalty on attacks against creatures that aren’t underwater. Deep bogs increase the DC of Move Silently checks by 2.
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Duniagdra
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Re: [MAP PROPOSAL] The Swamp

Post by Duniagdra » Sun Sep 13, 2009 9:06 am

Real Nice!
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Re: [MAP PROPOSAL] The Swamp

Post by shai-hulud » Sun Sep 13, 2009 11:14 am

Question: Would vegetation provide areas of partial concealment (for the purposes of allowing Hide checks)?
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Re: [MAP PROPOSAL] The Swamp

Post by admin » Sun Sep 13, 2009 11:15 am

shai-hulud wrote:Question: Would vegetation provide areas of partial concealment (for the purposes of allowing Hide checks)?
I beleive this has been explained in the "Creator's Note" section already...

R

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Re: [MAP PROPOSAL] The Swamp

Post by shai-hulud » Sun Sep 13, 2009 11:30 am

admin wrote:
shai-hulud wrote:Question: Would vegetation provide areas of partial concealment (for the purposes of allowing Hide checks)?
I beleive this has been explained in the "Creator's Note" section already...

R
I'm not seeing it. The "Creator's Note" explains cover, but it says nothing about concealment... In fact, nothing in the map description describes any concealment effects that could be used for Hiding, only cover effects.

Edit: According to the SRD:
SRD wrote:The bushes, rushes, and other tall grasses in marshes function as undergrowth does in a forest (see above). A square that is part of a bog does not also have undergrowth.
So, if you are saying that the creator's note indicates that the vegetation is not considered Undergrowth, then yes, the creator's note does explain that. Is there a reason why you are ignoring the undergrowth in the picture? Is it for simplicity sake? Or do you feel that it will make the map more interesting combat-wise?

Either way, it looks like an awesome map to me. Still, I'm curious about the vegetation :).
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Re: [MAP PROPOSAL] The Swamp

Post by admin » Sun Sep 13, 2009 12:51 pm

shai-hulud wrote:So, if you are saying that the creator's note indicates that the vegetation is not considered Undergrowth, then yes, the creator's note does explain that.
There you go :)
shai-hulud wrote:Is there a reason why you are ignoring the undergrowth in the picture? Is it for simplicity sake? Or do you feel that it will make the map more interesting combat-wise?
Simplicity - at midnight, I didn't want to try to figure that out...

Feel free to suggest alternative rules! I don't mind either way

R

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Re: [MAP PROPOSAL] The Swamp

Post by shai-hulud » Sun Sep 13, 2009 12:56 pm

Ok, then I propose an option for the challenged. The one challenged, when selecting this map, can turn Undergrowth on and off. If on, then the squares with bushy vegetation count as Undergrowth. If off, the entire map is either shallow or deep bog. For a better explanation of what Undergrowth does:
Undergrowth wrote:Vines, roots, and short bushes cover much of the ground in a forest. A space covered with light undergrowth costs 2 squares of movement to move into, and it provides concealment. Undergrowth increases the DC of Tumble and Move Silently checks by 2 because the leaves and branches get in the way. Heavy undergrowth costs 4 squares of movement to move into, and it provides concealment with a 30% miss chance (instead of the usual 20%). It increases the DC of Tumble and Move Silently checks by 5. Heavy undergrowth is easy to hide in, granting a +5 circumstance bonus on Hide checks. Running and charging are impossible. Squares with undergrowth are often clustered together. Undergrowth and trees aren’t mutually exclusive; it’s common for a 5-foot square to have both a tree and undergrowth.
All undergrowth on the map would be Light undergrowth. There is no Heavy undergrowth at all.
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Re: [MAP PROPOSAL] The Swamp

Post by Duniagdra » Sun Sep 13, 2009 1:47 pm

Here's my thought.

All underbrush that fills a square equal to or greater than that square occupied by one individual, then that square is considered either cover or conceilment (determined by judge).

I'm not seeing cover or conceilment being complicated to track or determine.

(Posting from phone, so no spell check) :(
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Re: [MAP PROPOSAL] The Swamp

Post by BusyCowboy » Tue Sep 15, 2009 1:48 pm

1st off: due to the nature of this map, the 'undergrowth' whether it be light or heavy will provide 20% concealment if in that square.

2nd off: Map approved. Thanks again R! (WATER arena)

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