In the previous post I’ve discussed a method to make environmental effects and terrain powers more engaging to the players, making the battlefield itself matter. Still, those are somewhat big things, and it’s not always easy to come up with an appropriate terrain effect to a given encounter. And not every encounter needs them. All too often, a battlefield doesn’t have any major features to it: it’s just a forest clearing or a tavern or what have you. Sure, there are moss-covered stones on which people could slip or furniture to be thrown around, but it just doesn’t seem significant enough to warrant a terrain feature. The DM has enough to work on as it is, so if a terrain feature doesn’t immediately spring to mind, they’re probably better off concentrating on something else.
Why not let players bring the scene to life? It’s a roleplaying game after all, shouldn’t they do their part in making terrain interactive by, well, interacting with it? Unfortunately, while every now and then someone at the table comes up with a flavourful explanation of how a particular power worked out in particular surroundings, most of the time everyone’s too preoccupied with what the game says matters: mechanics. It doesn’t really matter how you managed to achieve a given effect, as long as you have a power to do it. Tactical combat is complicated and enjoyable enough, and with no reward for thinking about anything other than powers and positioning inherent in the game, we prioritize. Battlefield becomes decoration.