Originally Posted by Steve Jackson
New draft; I am listening to the reality comments but I am also listening to my new players who want to feel some of that tactical mobility I've been talking about. I continued to an Obstacles section (for the big book only; no room in Melee) which would largely replace what is there now.
Fallen Bodies
Fallen bodies are obstacles. To leap over one, spend 3 MA.
To move into the hex with a body, either spend 3 MA to move cautiously, or take a move-one-hex option, or follow a retreat, or, if you insist on moving quickly onto the body, spend only one MA but make a 3/DX roll to stay afoot. If you fail, you fall on top of the body or bodies.
Other Obstacles
The GM may add a variety of obstacles, either in arenas or underground, just to keep things interesting.
Pits (see p. 00). They might be full (or half full) of water, lava, tar . . . or they might be bottomless.
Permanent columns of Fire or Darkness, or permanent areas of Sticky or Slippery Floor, as described in the spells.
Bad footing, such as sand, loose gravel, swamp muck, water-slick stone, ankle-deep brush, ice. Bad footing can reduce MA, penalize DX of those who move and fight on the same turn, or even require a saving roll to stay afoot. Details are up to the GM, and the players should not know exactly what to expect when they first step in it.
Columns or tree trunks. Figures must go around tall ones but might leap over short ones.
Quicksand, or just very deep, wet swamp, will reduce MA drastically and might trap a lone wanderer who does not make an IQ roll (Woodsman will help) to escape.
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