Hey Shaun,
Ill try and explain how I've used the composite materials for this sort of thing, and also a method I've used of rendering masks for terrain that you might find useful and is pretty easy to set up.
Composite Material:
Pretty much each map is like a .psd file, with layers, masks and blending modes. you can sort of make procedural textures using this method too if you use noise maps in the mask slot.
I've used 3 different rock textures of the same type of rock, so they were derived from the same photo source, each with their own reflect, gloss and normal maps, all 2048's.
Make sure each map and mask corresponds to each of the composite maps in the material, also its a good idea to instance your masks early on so for e.g, if you make changes to a noise map mask, you only have to change it once on the diffuse instead of going through all the other maps, reflect, gloss, normal, etc.
I've just thrown together a quick section of cliff as an example, this mesh has 2 UV channels on it, so UV channel 1 will handle all your rock and grass textures and you can control how much it tiles like you normally would.
UV Channel 2 covers the whole mesh like a light map, no overlap, so I'd imagine for what you want to do, this channel would cover all of your cliffs, and would probably require that you use the UVUnwrap modifier to pack all of your cliffs into one or two large maps. This channel will be used for masking for the grass or loose gravelly soil.
Making the Mask:
To generate the mask for the grass, place a directional light facing down, turn on overshoot so it has no bounds, and turn off shadows.
On the base material turn off all map slots except the normal map slot, make sure the diffuse colour is full white.
Add a vrayCompletemap to be rendered to texture, and this will be used as the mask for the grass or what ever you want to be the loose stuff falling down and sitting on the upper surfaces of the rock.
So as you can see the normal maps have been rendered into the image.
Once you've added the mask for the grass you can then have a play around with scaling UV channel 1 to get even more variation out of the rock.
heres the final result.
View Close up
Also if you use multiscatter or something, you can use the mask for vegetation distribution.