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General Tabletop Discussion
*Pathfinder & Starfinder
Alternative Environmental Damage
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<blockquote data-quote="ValhallaGH" data-source="post: 5066351" data-attributes="member: 41187"><p>I play a lot of Deadlands: Hell on Earth (original, not OGL or Savage Worlds). A lot of things in that game deal Wind damage (wounds, bleeding wounds, evil magic, soul-destroying attacks, starvation, dehydration, radiation, etc). </p><p>Generally, Wind damage heals at 1 point per minute of Rest, or fully with simple magic or medicine.</p><p>Wind damage from starvation / dehydration cannot heal until the character eats / drinks sufficient quantities.</p><p>Wind damage from Radiation requires powerful magic, decontamination procedures, or one week (and a successful check) <em>per point</em> to recover.</p><p></p><p>All it takes is a couple of sentences in the rules for the various environmental conditions. Wound damage from falling (or <a href="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/270947-alternative-environmental-damage.html#post5065744" target="_blank">fire</a>) is regular wound damage ala combat.</p><p>Wound damage from starvation / thirst cannot heal until the character eats / drinks appropriate amounts.</p><p>Extreme temperatures can be healed by magic or by being in a non-extreme temperature. (If magic can heal burn damage or sword wounds or being turned to stone, it ought to be able to heal freezing.) Dehydration, a common side effect of exposure to both extreme heat and extreme cold, cannot be <em>directly</em> healed by magic (hello Create Water).</p><p></p><p>What I'm really saying is that if this is what you want then this is the way to go. A couple extra sentences to turn certain situations into exceptions is all you'll need.</p><p></p><p>Very dangerous. For some groups it would be more fun. Not most groups, just some that enjoy that sort of feel.</p><p></p><p></p><p>Good luck.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5066351, member: 41187"] I play a lot of Deadlands: Hell on Earth (original, not OGL or Savage Worlds). A lot of things in that game deal Wind damage (wounds, bleeding wounds, evil magic, soul-destroying attacks, starvation, dehydration, radiation, etc). Generally, Wind damage heals at 1 point per minute of Rest, or fully with simple magic or medicine. Wind damage from starvation / dehydration cannot heal until the character eats / drinks sufficient quantities. Wind damage from Radiation requires powerful magic, decontamination procedures, or one week (and a successful check) [I]per point[/I] to recover. All it takes is a couple of sentences in the rules for the various environmental conditions. Wound damage from falling (or [url=http://www.enworld.org/forum/d-d-3rd-edition-house-rules/270947-alternative-environmental-damage.html#post5065744]fire[/url]) is regular wound damage ala combat. Wound damage from starvation / thirst cannot heal until the character eats / drinks appropriate amounts. Extreme temperatures can be healed by magic or by being in a non-extreme temperature. (If magic can heal burn damage or sword wounds or being turned to stone, it ought to be able to heal freezing.) Dehydration, a common side effect of exposure to both extreme heat and extreme cold, cannot be [I]directly[/I] healed by magic (hello Create Water). What I'm really saying is that if this is what you want then this is the way to go. A couple extra sentences to turn certain situations into exceptions is all you'll need. Very dangerous. For some groups it would be more fun. Not most groups, just some that enjoy that sort of feel. Good luck. [/QUOTE]
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