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<blockquote data-quote="Celebrim" data-source="post: 6929661" data-attributes="member: 4937"><p>Depends on the game world.</p><p></p><p></p><p></p><p>When they climbed to the lip of the 16,000 high volcano. They were also suffering from altitude sickness and fatigue from a forced march.</p><p></p><p></p><p></p><p>Well, they haven't been in a cold cavern in months of game time, but they did have a problem of suffering from consistently hot temperatures in a cave carved by a hot spring a few sessions back. Heat fatigue from the cave and from having to camp in the thermokarst area over night (and not getting a very good sleep) were major issues, particularly for a severely wounded PC.</p><p></p><p></p><p></p><p>Sure, but speaking from experience, anything over about 64 degrees farenheit makes for a miserably hot caving experience, and even below that I've seen cavers prefer to cave in just their boots to keep from overheating. Caves are extremely humid and the ones real cavers go in require arduous aerobic exercise. Where hypothermia gets to be a big problem in caves is in stream passages - being immersed for hours in 50 degree water is no joke. We did have some hypothermia issues months ago game time (years ago IRL) where a PC slipped off a flowstone and landed in a pool of 54 degree water. </p><p></p><p></p><p></p><p>Usually they adventure in areas that are so huge, air supply is not a major problem. One recent cavern was big enough, it had its own weather.</p><p></p><p></p><p></p><p>Hasn't come up, but I expect it too at some point given how fond they are becoming of that spell.</p><p></p><p></p><p></p><p>Carrying around a kilogram of dust, and trying to disperse it evenly through a volume of a 1000 square feet, and then light it from a distance sounds like an interesting proposition. However, in my games enterprising alchemists are all the time trying to find a way to make explosions. It's expected, and desired. Carrying around explosives is its own penalty anyway.</p><p></p><p></p><p></p><p>I don't either, but mostly for reasons of flavor and not balance or objection to the concept. Firearms badly skew the game against the PCs anyway, so allowing them would punish the players. I do allow explosives, but as I tell my players, no known alchemical explosive is more stable than nitroglycerin. It's not that you can make nitroglycerin, it's that if you make its equivalent in the game and stabilize it like dynamite - THAT is as stable as raw nitroglycerin. Review my game described earlier in the post and you'll see why carrying around explosives isn't the smartest idea.</p><p></p><p></p><p></p><p>They're allowed to try, with the caveat that they should realize many very smart NPCs have tried these things before with varying degrees of success. The incident where the goblins armed their whole army with firearms and explosives is legendary on my world - and not for its brilliant success.</p><p></p><p></p><p></p><p>Err... now that I won't allow. There is no "from the future" background available to purchase and no "from the future" concept would be approved for play. However, if there was, there would be no guarantee any of those things would exist, as it would be the future of Korrel and not Earth they'd be from.</p><p></p><p>Otherwise, I agree with you that the physics of the game world aren't the same as the physics of the real world. Any alchemist in my game world could tell you that lead can't be used to produce electricity, as its negatively aligned and renowned for its magic absorbing capabilities. Lead would actually moderately dampen electricity on Korrel.</p><p></p><p></p><p></p><p>My players are no where near as evilly creative as I am. They tend to act accordingly.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6929661, member: 4937"] Depends on the game world. When they climbed to the lip of the 16,000 high volcano. They were also suffering from altitude sickness and fatigue from a forced march. Well, they haven't been in a cold cavern in months of game time, but they did have a problem of suffering from consistently hot temperatures in a cave carved by a hot spring a few sessions back. Heat fatigue from the cave and from having to camp in the thermokarst area over night (and not getting a very good sleep) were major issues, particularly for a severely wounded PC. Sure, but speaking from experience, anything over about 64 degrees farenheit makes for a miserably hot caving experience, and even below that I've seen cavers prefer to cave in just their boots to keep from overheating. Caves are extremely humid and the ones real cavers go in require arduous aerobic exercise. Where hypothermia gets to be a big problem in caves is in stream passages - being immersed for hours in 50 degree water is no joke. We did have some hypothermia issues months ago game time (years ago IRL) where a PC slipped off a flowstone and landed in a pool of 54 degree water. Usually they adventure in areas that are so huge, air supply is not a major problem. One recent cavern was big enough, it had its own weather. Hasn't come up, but I expect it too at some point given how fond they are becoming of that spell. Carrying around a kilogram of dust, and trying to disperse it evenly through a volume of a 1000 square feet, and then light it from a distance sounds like an interesting proposition. However, in my games enterprising alchemists are all the time trying to find a way to make explosions. It's expected, and desired. Carrying around explosives is its own penalty anyway. I don't either, but mostly for reasons of flavor and not balance or objection to the concept. Firearms badly skew the game against the PCs anyway, so allowing them would punish the players. I do allow explosives, but as I tell my players, no known alchemical explosive is more stable than nitroglycerin. It's not that you can make nitroglycerin, it's that if you make its equivalent in the game and stabilize it like dynamite - THAT is as stable as raw nitroglycerin. Review my game described earlier in the post and you'll see why carrying around explosives isn't the smartest idea. They're allowed to try, with the caveat that they should realize many very smart NPCs have tried these things before with varying degrees of success. The incident where the goblins armed their whole army with firearms and explosives is legendary on my world - and not for its brilliant success. Err... now that I won't allow. There is no "from the future" background available to purchase and no "from the future" concept would be approved for play. However, if there was, there would be no guarantee any of those things would exist, as it would be the future of Korrel and not Earth they'd be from. Otherwise, I agree with you that the physics of the game world aren't the same as the physics of the real world. Any alchemist in my game world could tell you that lead can't be used to produce electricity, as its negatively aligned and renowned for its magic absorbing capabilities. Lead would actually moderately dampen electricity on Korrel. My players are no where near as evilly creative as I am. They tend to act accordingly. [/QUOTE]
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