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My revised cold-weather rules
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<blockquote data-quote="machineelf" data-source="post: 7295256" data-attributes="member: 6774924"><p>I have been planning to run some cold-weather sessions in the brutal Sword Coast north during winter and eventually in the Great Glacier. The simple cold-weather rules in 5th edition weren't doing it for me. A while back I posted a thread here where I detailed my cold-weather home-brew rules. I based them on some 2nd edition rules found in the Great Glacier module. </p><p>(<a href="http://www.enworld.org/forum/showthread.php?524874-My-house-rules-for-extreme-weather-and-sleeping-in-armor" target="_blank">original post</a>) </p><p></p><p>In the end, I found them too complicated and not in the spirit of 5th edition. So here are my revised cold-weather rules for my 5th edition game. </p><p></p><p>[HR][/HR]</p><p>A constitution saving throw is made every two hours if below 30 degrees. A failure incurs 1 level of cold-weather exhaustion. Multiple failures are cumulative.</p><p></p><table style='width: 100%'><tr><td><strong>Coldness</strong></td><td><strong>Con Saving Throw DC</strong></td></tr><tr><td>Cold (30 to 0)</td><td>10</td></tr><tr><td>Very cold (-1 to -30)</td><td>15</td></tr><tr><td>Intensly cold (-31 and below)</td><td>20</td></tr></table><p></p><p><strong><span style="font-size: 18px">Protection</span></strong></p><p><strong></strong></p><p><strong>Cold-weather gear:</strong> +10 to ST. (50 gp)</p><p></p><p><strong>Extreme cold-weather gear:</strong> +15 to ST. (100 gp); Thickness of this gear gives disadvantage on physical skill checks and attacks. Walking speed is reduced by 10 feet.</p><p></p><p><strong>Wetness:</strong> Being wet increases the saving throw DC by 10 and removes benefit of any cold-weather gear.</p><p></p><p><strong>Camping:</strong> Setting up a camp with tents and a fire protects you from the cold.</p><p></p><p></p><p><strong><span style="font-size: 18px">Warming Up</span></strong></p><p></p><p>Staying by a fire for 1 hour removes 1 level of cold-weather exhaustion.</p></blockquote><p></p>
[QUOTE="machineelf, post: 7295256, member: 6774924"] I have been planning to run some cold-weather sessions in the brutal Sword Coast north during winter and eventually in the Great Glacier. The simple cold-weather rules in 5th edition weren't doing it for me. A while back I posted a thread here where I detailed my cold-weather home-brew rules. I based them on some 2nd edition rules found in the Great Glacier module. ([URL="http://www.enworld.org/forum/showthread.php?524874-My-house-rules-for-extreme-weather-and-sleeping-in-armor"]original post[/URL]) In the end, I found them too complicated and not in the spirit of 5th edition. So here are my revised cold-weather rules for my 5th edition game. [HR][/HR] A constitution saving throw is made every two hours if below 30 degrees. A failure incurs 1 level of cold-weather exhaustion. Multiple failures are cumulative. [TABLE="width: 500"] [TR] [TD][B]Coldness[/B][/TD] [TD][B]Con Saving Throw DC[/B][/TD] [/TR] [TR] [TD]Cold (30 to 0)[/TD] [TD]10[/TD] [/TR] [TR] [TD]Very cold (-1 to -30)[/TD] [TD]15[/TD] [/TR] [TR] [TD]Intensly cold (-31 and below)[/TD] [TD]20[/TD] [/TR] [/TABLE] [B][SIZE=5]Protection[/SIZE] [/B] [B]Cold-weather gear:[/B] +10 to ST. (50 gp) [B]Extreme cold-weather gear:[/B] +15 to ST. (100 gp); Thickness of this gear gives disadvantage on physical skill checks and attacks. Walking speed is reduced by 10 feet. [B]Wetness:[/B] Being wet increases the saving throw DC by 10 and removes benefit of any cold-weather gear. [B]Camping:[/B] Setting up a camp with tents and a fire protects you from the cold. [B][SIZE=5]Warming Up[/SIZE][/B] Staying by a fire for 1 hour removes 1 level of cold-weather exhaustion. [/QUOTE]
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