Hi Kerrick mate!
Kerrick said:
I think Cold should still deal damage, but also apply an enhancement penalty to Strength/Dex (not damage).
Interesting idea. Very interesting...the penalty rather than damage idea that is.
Kerrick said:
The reason for this: if you're cold, you start shivering and get weak. If you warm up, though, the effects go away and you're fine.
Thats true, up to a given point.
Kerrick said:
Also, this doesn't make cold weapons/creatures overly powerful.
I thought I had my optional idea fairly well balanced.
Kerrick said:
Don't forget, ability damage only heals at the rate of 1 point/day unless otherwise stated, or you use spells. And, some wiseass will simply throw down a lesser restoration on a frozen character, healing all the abliity damage and magicall unfreezing him. If you make it an enhancement penalty, it's harder to get rid of without using the rules below.
Thats true.
Kerrick said:
Supernatural cold effects, though, could deal ability damage. I'm talking things like epic spells, the depths of space, or things like that, not just a dragon's breath weapon (unless it's special somehow).
I like the idea that a dragons breath weapon 'could' freeze someone.
Kerrick said:
Also, I don't know where you got Wis as the determining stat - it should be Con.
I was addressing the mental effects of hypothermia, as such surely wisdom is appropriate.
Kerrick said:
I don't agree with your frostbite rules, though I can see where you're coming from. Not everyone who suffers frostbite loses extremities, though - if you're lucky, you get away with losing some skin, which eventually heals. Let's say that any time you suffer damage that reduces the ability score below half, you have to make a Con check (DC 15). Each time you fail the check, you take one point of Con damage. If one score is reduced to 0, the DC increases to 20 and any further failed checks become Con drain.
I like the idea of some sort of a check.
Kerrick said:
I think what you need are stacking effects, like they do with fear, panic, frightened, et al.
I am working on this as part of the saving throw solution. Consider the cold idea work in progress in this regard - although you can see the seeds of it already - each effect has four stages as it were, with the 3rd removing you from the game and the 4th proving fatal.
Kerrick said:
- let's say some unlucky PCs are out in severe cold long enough to get really chilled (new effect; occurs when Str/Dex exceed half Con). They manages to make it to shelter in an old abandoned hut, start a fire, and get some warmth (but not enough to reverse all the penalties). Then, say, a frost giant attacks them, tearing the roof of their hut and exposing them to the cold. The defeat the giant (and his winter wolves), but have suffered more cold damage, bringing them down to the hypothermia level (or, in the unfortunate fighter's case, frostbite).
I like it.
Kerrick said:
Now, the problem is, we have no rules for any of these effects.
We will have by the time I get Part 4 of the Absolutes series finished.
Kerrick said:
How much heat does it take to negate the penalties incurred from hypothermia? How do you go about uncrystallizing someone without melting them into a puddle of bloody slush?
I would say Crystallisation spells death for any being without regeneration most likely.
Kerrick said:
Freezing, BTW, is not just paralyzation, IMO - if you go by that definition, a simple remove paralysis will reverse the effect.
Exactly its 'freezing' not paralysis, but I needed to give people an idea of what I meant by freezing.
Kerrick said:
My suggestion: One hour at safe temperature negates 2 points of penalties. One hour at very hot negates 4 points. Anything above that would simply deal fire damage as before, because going from one extreme to the other is a bad thing in general.
According to my studies of frostbite, you should never treat it with anything more than lukewarm water, never 'hot' water. So my guess is anything over the safe temperature will cause 50% extra damage to those with hypothermia, frostbite, freezing. Crystallisation also applies the
Fragile Sub-type.
Kerrick said:
Additional effects, like a fire, blankets, warm water, etc. can serve to negate additional points (a small fire in a cold room/cave would be considered safe temp - 2 points/hour, while a larger fire in a warm room would likely push the temp up to very hot - 4 points/hour). The problem with crystallization is that ability scores don't go to negatives - 0 is the limit. This is easily fixed, though... the frozen condition occurs when either Str or Dex is reduced to 0. Crystallization occurs when both are reduced to 0. Someone who's been frozen or crystallized and is brought back by nonmagical means (i.e., building a fire nearby) must either a) receive a heal spell after the first hour, or b) make a Con check (DC 15 for frozen, or DC 20 for crystallization) after the first hour or die from massive system shock. Being frozen and brought back is hard on the system, and if someone doesn't do it right (too much heat too fast, e.g.) it could easily kill the person.
What about, the target is crystallised if a single attack drops them to 0 Strength
or Dexterity. After all, continual cold won't crystallise someone, only truly severe cold would do that.
Kerrick said:
Now, someone will inevitably try to drop a fireball or burning hands on the person to melt him; this could work, to a point - say, the person takes half/quarter damage (for chiling/hypothermia) or quarter/no damage (for freezing), but is reduced by one level of freezing. it's a crude method, but it would work, I guess. Someone who's been crystallized, however, has serious problems - he has the Vulnerablity to Fire ability. Additionally, if he's reduced to 0 hp through application of fire, he melts into a puddle of bloody slush, and cannot be brought back by anything short of a true res.
I think you could treat the cold damaged victim as if having the cold subtype for the purposes of fire/heat damaging them.
Kerrick said:
And of course, you could create new spells: warming hands, for instance - the caster's touch reduces the victim's freezing state by one (from hypothermia to chilling, e.g., reducing the penalties). Crystallize - flash-freezes the target (this one would likely be epic, or at least 8th-9th level). Hypothermia - an area of effect that chills the air, affecting all within it. Hmm... I might steal these for myself.
Oi!
I'm curious, does the Frostburn supplement have nothing like this in it? (I don't own that supplement myself)