Okay, with Rough and Tumble tweaked, that finished up classes! Hurrah! Though we may go back briefly to introduce Hunter after other issues are hammered out.
Speaking of: Terrain. There's a bunch of crap about it in the book that gets ignored. Lets have a version we all more or less agree on using.
Here's my proposal.
Floor/Plains/Road/Deck: The most common terrain types, no inherent penalties or bonuses. 1 Move Cost per tile.
Forest: +15 Evade, +1DEF/RES. 2 Move cost per tile. 4 Move cost for mounted units.
Deep Forest: +20 Eva, +2DEF/RES, 3 Move cost per tile. Horseback cannot enter.
Hill: +20 Eva, +2DEF/RES, 3 Move cost per tile. Horseback cannot enter.
Mountain: +25 Eva, +3DEF/RES, 4 Move cost per tile. Impassable without mountain walk or omni-movement.
River: Without Waterwalk: -10 Eva, -1DEF/RES, 5 Move cost per tile. Impassable by Horseback.
With Waterwalk: +10 Eva, +1DEF/RES, 2 Move Cost per tile
Icy River: Without Waterwalk: -10 Eva, -1DEF/RES, 5 Move cost per tile. Impassable by Horseback. Units beginning their phase on this tile take 5 damage.
With Waterwalk: +10 Eva, +1DEF/RES, 2 Move Cost per tile Units beginning their phase on this tile take 5 damage.
Ford: Without Waterwalk: -10 Eva, -1DEF/RES, 3 Move cost per tile. 5 Move cost per tile with Horseback. 2 Move cost with Levitate
With Waterwalk: +10 Eva, +1DEF/RES, 1 Move Cost per tile
Ocean: Impassable without Omni-movement. -20 Eva, -2DEF/RES. 5 Move cost per tile.
With Waterwalk: +20 Eva, +2 DEF/RES, 2 Move Cost per tile.
Pool: Without Waterwalk: -10 Eva, -1DEF/RES, 5 Move cost per tile. Impassable by Horseback.
With Waterwalk: +10 Eva, +1DEF/RES, 2 Move Cost per tile
Marsh: Without Waterwalk: -5 Eva, 2 Move cost per tile.
With Waterwalk: +5 Eva, 1 Move cost per tile.
Poison Marsh: Without Waterwalk: -5 Eva, 2 Move cost per tile. Units beginning their phase on this tile takes 3 turns of poison.
With Waterwalk: +5 Eva, 1 Move cost per tile. Units beginning their phase on this tile takes 3 turns of poison.
Grave: +10 Eva, 1 Move cost per tile. Units with Undead: recover 5 HP if occupying the tile at the beginning of their phase.
Fire: 2 Move cost per tile. 3 Move cost for Horseback. Units occupying this space at the beginning of their phase take 10 Damage.
Ruins: +5 Eva. 1 Move cost per tile.
Cliff: Units can not end their turn on this space without flying. Units with Omni-movement or Mountain Walk can move into the tile at a base Move cost of 4.
Pillars: +15 Evade, +1DEF/RES. 2 Move cost per tile. 4 Move cost for mounted units.
Stairs: +5 Eva, 1 Move cost per tile. With Horseback, 3 Move cost per tile.
Throne: +20 Eva, +2DEF/RES, 2 Move cost. With Horseback, 4 Move cost per tile. Units beginning their phase on this tile recover 5 HP.
Wall: Impassable. On Indoor maps, Impassable even to flying units.
Cracked Wall: Impassable. On Indoor maps, Impassable even to flying units. Can be destroyed. HP and Defenses assigned by GM
Chest/Open Chest: +5 Eva, 1 Move cost per tile.
Door: Impassable. Can be destroyed, HP and Defenses assigned by GM.
Fort: +15 Eva, +2DEF/RES, 2 Move cost per tile. 4 Move Cost for Horseback units. Units beginning their phase on this tile recover 5 HP.
Sand: Modifies terrain. Adds +1 Move cost per tile. On terrain without modifiers for Horseback units, +3 Move cost for Horseback units.
Snow: Modifies terrain. Adds +1 Move cost per tile.