Last night, I ran a big boss fight in Draw Steel (which has a lot of very tactical combat) that involved lots of leaping from ledges, off of boulders, and lowering chunks of the ground into pits. It was a blast, and it got me thinking about different terrain pieces and how they affect the game, whether in a tactical pushing minis one or a narrative fiction-first one. What terrain or environmental features have given you good success for dangerous situations? I'm preaching to the choir a bit, but I think there's lots of ways to think about it. One of my favorite ways to set up battlefield terrain actually comes from Grimdark Future (a wargame, not a TRPG). They suggest making sure any battle has: - Terrain that blocks line of sight (walls, etc) - Difficult Terrain that limits movement - Dangerous terrain that damages or inflicts a condition In an RPG, I'd add two other common types: - Elevation! Rooftops, boulders, hills, cliffs, etc. - Vision obscuring (not solid, like walls, but can allow ways to hide, like shadows or mist) And lots of less common stuff that defies category. Portals, waterfalls, polymorphing effects, gravity reversal, etc etc etc I think this works regardless of how tactical a game is, at least in my experience---in most of the rules-light games I've played, terrain is important to provide tools the players can use to solve the "puzzle" of combat and make some cool plans. In tactical games, they've even more important! They're opportunities for creative play. Have you run any battles with terrain that you're particularly happy with? I've had great success with some simple platforms above some dangerous terrain, like spikes or piranha-infested waters! Suddenly, the jump rules become a lot more fun and dramatic, and everyone wants to shove their enemies around.