Terrain of the Mind

Expanding on my recent article on how I run D&D combat without miniatures, here are a few notes on how I run terrain in that mode. It’s a different experience from using miniatures, and certain types of terrain change from being obstacles to the players to being opportunities instead.

Choke Points – Doors, Archways, Corridors

These are the narrow places where only one or two creatures can fight abreast. The result? Only a couple of creatures on each side can enter melee, the rest are consigned to ranged combat or casting spells that work at a distance. All ranged attacks must deal with cover (a +2 bonus to AC), and is this the right space to say how much as a DM I hate sharpshooter?

When you have a corridor leading into a wider room, it is possible for those in the room to have better cover or even be unseen from those in the corridor if they wish.

Free-Standing Obstacles – Trees, Pillars, Altars, Tables

A creature can nominate they’re standing behind a column to gain cover from the enemy. If the obstacle is large enough (10 feet across or more), the creature can use it to hide and take total cover.

An enemy creature able to bypass the melee may move to engage the hiding creature – you can’t hide from someone who can see you.

Turns and Corners – A curving passageway, a side passage

A creature may use the turn in the passageway to gain cover or total cover (as desired), allowing the ability to hide and fire from cover. Only one creature may fire from cover in a given passageway! Much as it’s fun to have that comedy moment where everyone peers around the passageway at once, it’s not really feasible.

Pits and Drops – Pit traps, Fire pits, Chasms, Pools, Bridges, Pools of Acid

A creature can use the Shove attack (see the PHB) or any other method of forced movement to push someone off the edge. If the terrain is uncommon in the area (e.g. one pit in a large room), this requires two or even three successful Shove attacks.

Hazardous Terrain – Caltrops, Burning coals, Electrified Floors

As with pits and drops, the Shove attack can push someone onto the terrain. Depending on the layout, it may also cause a chokepoint where only a limited number of creatures (1 to 3) from each side can engage each other in melee, unless the creature is willing to step onto the caltrops or coals or life-draining runes.

Decorative Details – Curtains, Windows, Chandeliers, Flower Pots

These details aren’t designed to be used by the players, but inventive players will find a use for them anyway. The important part of this is to describe that they are in the room during the initial description. When the players seek to make use of them, let them. Swinging on the Chandeliers? Dragging down vines from the trees and trying to trip the enemies? All good!

My main rule of thumb for handling these situations is to let anything work – once. After that, the surprise value is gone, unless succesful ability checks are made, typically at DC 15. The bonus for swinging on a curtain down to a foe? Advantage on the attack. The desire is to let players gain benefits from being inventive, not for them to gain a benefit from repeating the same action again and again and again.

Are there any other types of terrain that I haven’t covered? Let me know and I’ll add them to the article!

4 thoughts on “Terrain of the Mind

  1. I try to run any combats as TotM, but there are quite a few spells that are so finicky about movement that a map is almost necessitates. Moonbeam is a fine example, but I point to any spell that does damage based on moving into or ending movement in an area, and not on the characters’ turn. For all that the designers insist that mintures and grids are optional, it sure seems baked in.

  2. I almost always run in TotM. I have a yes/no die I use frequently for questions that seem likely, but not certain in the chaos of combat, or if it’s unlikely but still possible I’ll say it’s a 1 on d6. I’ll let players make ability/skill checks in edge situations – like Athletics to reach an opponent across the room (or Acrobatics if there are obstacles). On a grid, we know exactly how far apart the combatants are, and for certain whether one could reach another. I find TotM let’s you fudge a little in the character’s favor to keep things moving and lets them show off their skills.

    1. I agree; enabling the imaginative actions of players is one of the best features of TotM, rather than being trapped by “you’re 5 feet too far away!”

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