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Author Topic: That's NOT a kitchen...  (Read 2045 times)
Morgenstern
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« on: March 02, 2011, 03:19:29 PM »

   Just a quick adaptation of the heat rules from the D&D product Sandstorm. I've grouped the damage ticks so 6 points of heat resistance doesn't provide complete immunity (the damage was always 1d6 per N amount of time as presented in Sandstorm). Making scary deserts has been on my mind with a bit of campaign planing I've been doing Smiley.
   Updated with the matching cold types for further exotic locales.

   Environmental Conditions
   The following conditions represent the challenges of dealing with extreme weather and terrain.

   Cold Exposure I (11°F to 33°F): Characters must make a Fortitude save at the end of each hour exposed to this “freezing cold” (DC 16 + 1 per additional hour without relief) or suffer 1d6 cold damage. Cold damage and fatigue cannot be recovered naturally until the character has at least one full hour of relief from all cold exposure conditions.
   Cold Protection I or better negates this condition.

   Cold Exposure II (-14°F to 10°F): Characters must make a Fortitude save at the end of each 30 minutes exposed to this “gripping cold” (DC 20 + 2 per additional 30 minutes without relief) or suffer 2d6 cold damage.
   Touching cold ice, metal, or stone with bare flesh inflicts 1 point of lethal damage per round. This lethal damage is subject to cold resistance.
   Cold Protection I partially reduces this condition to Cold Exposure I. Cold Protection II or better negates this condition.

   Cold Exposure III (-50°F to -15°F): Characters automatically suffer 3d6 cold damage every 15 minutes they are exposed to this “numbing cold”.
   Touching cold ice, metal, or stone with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to cold resistance.
   Cold Protection I provides no benefit in these conditions. Cold Protection II partially reduces this condition to Cold Exposure II. Cold Protection III or better negates this condition.

   Cold exposure IV (below -50°F): Characters automatically suffer 5d6 cold damage every minute they are exposed to this “killing chill”.
   Touching cold ice, metal, or stone with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to cold resistance.
   Cold Protection I or II provides no benefit in these conditions. Cold Protection III partially reduces this condition to Cold Exposure III. Cold Protection IV negates this condition.

   Heat Exposure I (95°F to 115°F): Characters must make a Fortitude save at the end of each hour exposed to this “extreme heat” (DC 16 + 1 per additonal hour without relief) or suffer 1d6 heat damage. ACP penalties from armor or heavy clothes are applied to this save. Heat damage and fatigue cannot be recovered naturally until the character has at least one full hour of relief from all heat exposure conditions.
   Heat Protection I or better negates this condition.

   Heat Exposure II (116°F to 140°F): Characters must make a Fortitude save at the end of each 30 minutes exposed to this “blistering heat” (DC 20 + 2 per additional 30 minutes without relief) or suffer 2d6 heat damage. ACP penalties from armor or heavy clothes are applied to this save.
   Touching hot metal, stone, or water with bare flesh inflicts 1 point of lethal damage per round. This lethal damage is subject to heat resistance.
   Heat Protection I partially reduces this condition to Heat Exposure I. Heat Protection II or better negates this condition.

   Heat Exposure III (141°F to 170°F): Characters automatically suffer 3d6 heat damage every 15 minutes they are exposed to this “blazing heat”.
   Touching hot metal, stone, or water with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to heat resistance.
   Heat Protection I provides no benefit in these conditions. Heat Protection II partially reduces this condition to Heat Exposure II. Heat Protection III or better negates this condition.

   Heat exposure IV (171°F to 211°F): Characters automatically suffer 5d6 heat damage every minute they are exposed to this “killing heat”.
   Touching hot metal, stone, or water with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on). This lethal damage is subject to heat resistance.
   Heat Protection I or II provides no benefit in these conditions. Heat Protection III partially reduces this condition to Heat Exposure III. Heat Protection IV negates this condition.

« Last Edit: August 29, 2011, 03:48:12 AM by Morgenstern » Logged

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royalfa
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« Reply #1 on: March 02, 2011, 03:28:53 PM »

Like it a lot.

I was wonder if this can be replied with Cold (cold exposure)

What you do think of this for less explanations.
Each rank of Heat Protection reduces by one the rank of Heat Exposure.
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Morgenstern
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« Reply #2 on: March 02, 2011, 03:34:46 PM »

Like it a lot.

The D&D environment books were pretty good products IMO. Ridiculously wordy sometimes, but the tools under the verbage aren't bad. I'm probably gonna use "dessication damage" from the book also.

Quote
I was wonder if this can be replied with Cold (cold exposure)

The sister product Frostburn does exactly that - part of the reason I slimed it down in this way with numbered stages rather than named stages, was to prep for creating a symetrical set of cold exposure conditions.

Quote
What you do think of this for less explanations.
Each rank of Heat Protection reduces by one the rank of Heat Exposure.

It's simpler, but it gives a LOT of benefit to protection I, which is actually pretty easy to acquire. I'll tweak condition IV to unify the pattern that Protection 1 lower than the conditoin bumps it down 1, same level negates. 4 was the only oddity and it kinda bugged me even as I was copying it over.
« Last Edit: March 02, 2011, 03:36:54 PM by Morgenstern » Logged

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jameswllorimer
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« Reply #3 on: March 03, 2011, 04:27:18 AM »


The D&D environment books were pretty good products IMO. Ridiculously wordy sometimes, but the tools under the verbage aren't bad. I'm probably gonna use "dessication damage" from the book also.

Yeah I thought they were a great inclusion to the D&D world. The themes they concentrated on were good fantasy standards, the rules were simple enough for the environmental factors, and for once the monsters seemed like they would actually be found in that environment not just a game designer's drawing board.

Thanks for the work on this!
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Morgenstern
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« Reply #4 on: March 03, 2011, 04:12:43 PM »

I feel a draft...

(updates in oroginal post)
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« Reply #5 on: March 03, 2011, 06:06:34 PM »

Like it.  One small typo:

Quote
   Cold exposure IV (below -50°F): Characters automatically suffer 5d6 cold damage every minute they are exposed to this “killing chill”. Touching cold ice, metal, or stone with bare flesh inflicts a cumulative 1 point of lethal damage per round (i.e 2 points the second round, 3 points the third, and so on).
   Cold Protection I or II provides no benefit in these conditions. Heat Cold Protection III partially reduces this condition to Cold Exposure III. Cold Protection IV negates this condition.
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Morgenstern
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« Reply #6 on: March 03, 2011, 06:21:32 PM »

Like it.

Thanks. I'm pleased. It'll make for some good gear, magic effects (spells, items), and Origin options. I'm currently eyeballing the Magic: the Gathering race of Viashino for a treatment that includes built-in Heat Protection I or possibly II. Very desert-dwelly.

Sandstorm has some so-so races (I'm gonna do both as Species feats - one for humans, one for Goblins). Frostburn was worse in the races department (soul-crushingly dull) but made up for it with some neat traps.

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One small typo:

Threadjutsu!!
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« Reply #7 on: March 04, 2011, 03:48:13 PM »

Wasn't there an underwater book as well (Shipwreck maybe?).  I thought there was but if it does exist I can't seem to find my copy.

jolt
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Morgenstern
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« Reply #8 on: March 04, 2011, 06:39:06 PM »

"Stormwrack" Smiley. There is also a Dungeonscape and Cityscape.

The last should be particularly interesting since I'm planning a "one core city with occasional adventurous forays into the wilds" campaign path. City will have major players (minor god scale) grinding against each other and plenty of street crime to keep players on their toes even "at home". I have a couple of big bads firming up, but I'm really grooving on some were-crocodiles as a major opposing force. That and my much beloved vulture-kin, the Kloivaz. While I'm sure there's at least one expedition to some god-forsaken frozen mountain top in the cards, heat exposure is going to be the weapon of choice. A punched up "Desert Dweller" B/M/S feat chain should be a very legitimate option. With a strong emphasis on environmental challenges, I may also make Survival a focus skill in the setting.
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« Reply #9 on: March 04, 2011, 06:43:50 PM »

Viashino should be easily doable as a Species feat for Saurians.
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Morgenstern
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« Reply #10 on: March 04, 2011, 07:00:11 PM »

Viashino should be easily doable as a Species feat for Saurians.

Yes and no. I could do an easily recognizable but also slightly generic Viashino with a feat, or I could use the full panapoly of Origin tech I've worked up since then to do a richer and deeper treatment of them. The Viashino have had a strong presence in 4 M:tG blocks now, and have built up some distinct flavor that is seperate from the Saurian, even if the Saurian package of benefits was in small part inspired by them. For example with their huge emphasis on the haste keyword and hit and run mechanics, I'd like to give them "always ready" and don't really see the need for Threaten-spam. Having stared at the 31 viashino cards as group for an hour or so this week, things like Favored specialty with a mix of existing and new specialties inspired by those cards would be something I'd build directly into the Species bundle.

Doing them as their own species also makes it easier to do splinter feats that depart from that new baseline. Bloodscale and Stormscale varieties from the Ravnica block for example.
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« Reply #11 on: March 05, 2011, 03:53:39 AM »

me like!
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« Reply #12 on: June 10, 2011, 02:05:21 PM »

How does Heat/Cold Resistance effect this?

How does Heat/Cold Protection effect hot or cold damage?

I am doing up Desert and Winter Elf species feats for my homebrew setting and plan on using this mechanic at my table but need the two to mix well.
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Morgenstern
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« Reply #13 on: June 10, 2011, 03:51:07 PM »

How does Heat/Cold Resistance effect this?

Resistance protects you from the matching damage. For example heat resistance 5 would mean you take 5 less points of heat damage every time heat exposure applied it, making you nearly immune to the effects of heat exposure I, and suffering 5 less from the more intense exposures (with a very low roll you might take none at all for that period).

Quote
How does Heat/Cold Protection effect hot or cold damage?

It does not effect direct hot/cold damage. Protection is specifically to counteract long term sustained effects. 'Burst' heat or cold damage, such as from spells, is not mitigated.

Quote
I am doing up Desert and Winter Elf species feats for my homebrew setting and plan on using this mechanic at my table but need the two to mix well.

In an Origin I would allow them as follows, (which should also provide point values for Species feats).

Cold Acclimation: You gain cold protection I. (1)
Cold Tolerance: You gain cold protection II. (2)
Heat Acclimation: You gain heat protection I. (1)
Heat Tolerance: You gain heat protection II. (2)
Tempurature Acclimation: You gain heat and cold protection I. (1.5)
Tempurature Tolerance: You gain heat and cold protection II. (3)
« Last Edit: June 10, 2011, 05:32:39 PM by Morgenstern » Logged

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Kaptn_Lath
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« Reply #14 on: June 10, 2011, 05:16:02 PM »

Ahh now that makes sense, and thank you for the point values especially, that will make it super simple to use, Thanks Morg!
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