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ShortQuests -- Pocket Sized Adventures! An all-new collection of digest-sized D&D adventures designed for 1-2 game sessions.
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Heat Exhaustion in D&D!
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<blockquote data-quote="ptolemy18" data-source="post: 1857415" data-attributes="member: 24970"><p>Hello everyone,</p><p></p><p>I'm running a campaign using the African Adventures rules and the players (all about 2nd level) are about to make a journey into the desert.</p><p></p><p>I'm doing this from memory here, so I may be slightly wrong, but... according to the DMG (and restated in African Adventures with few modifications), in extreme heat you have to make a Fortitude save vs. DC 15, either once every hour or once every 15 minutes, depending on the heat. If you fail, you take subdual damage and become fatigued; if you fail twice, you take more subdual damage and become exhausted. Until eventually, if you fail enough, you end up unconscious and dying of subdual damage.</p><p></p><p>I'm wondering how this will work out in a long wilderness journey, though. Presumably the players will be outside for a LONG time (like 8 hours a day). "Endure Elements" (or whatever it's called in 3.5) only protects from heat for, I think, 1 hour per caster level, meaning that it probably won't protect anybody if they're out for a whole day. According to these rules, at the end of each day the player-characters will probably be exhausted and near unconsciousness....</p><p></p><p>...which sounds fun, but I'm wondering how it'll work out in practice. Has anyone DMed a similar situation? And if so, did you fudge the rules a little (like maybe only asking for a Fortitude save every 4 hours, and increasing the duration of "Endure Elements"), or did you play it totally according to the rules? I want the characters to be inconvenienced and ration their "endure elements" magic, but not to actually kill 'em, of course.</p><p></p><p>Another thing... the obvious players' solution I can think of is for the player-characters to sleep by day and travel by night. I'm sure the players will think of this, and unfortunately, it seems like it'd really spoil me of my heat-exhaustion fun as DM. :/ The only thing I can think of is to tell the characters that all the monsters come out at night and to stay in their camps when night comes. This seems kind of cheap, though, plus I'm sure they'll probably call me on my bluff and travel by night and I'll have to hit them with overly-powerful nighttime monsters.</p><p></p><p>Any insight would be appreciated! I've got to decide what to do before "Sandstorm" comes out...! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Jason</p></blockquote><p></p>
[QUOTE="ptolemy18, post: 1857415, member: 24970"] Hello everyone, I'm running a campaign using the African Adventures rules and the players (all about 2nd level) are about to make a journey into the desert. I'm doing this from memory here, so I may be slightly wrong, but... according to the DMG (and restated in African Adventures with few modifications), in extreme heat you have to make a Fortitude save vs. DC 15, either once every hour or once every 15 minutes, depending on the heat. If you fail, you take subdual damage and become fatigued; if you fail twice, you take more subdual damage and become exhausted. Until eventually, if you fail enough, you end up unconscious and dying of subdual damage. I'm wondering how this will work out in a long wilderness journey, though. Presumably the players will be outside for a LONG time (like 8 hours a day). "Endure Elements" (or whatever it's called in 3.5) only protects from heat for, I think, 1 hour per caster level, meaning that it probably won't protect anybody if they're out for a whole day. According to these rules, at the end of each day the player-characters will probably be exhausted and near unconsciousness.... ...which sounds fun, but I'm wondering how it'll work out in practice. Has anyone DMed a similar situation? And if so, did you fudge the rules a little (like maybe only asking for a Fortitude save every 4 hours, and increasing the duration of "Endure Elements"), or did you play it totally according to the rules? I want the characters to be inconvenienced and ration their "endure elements" magic, but not to actually kill 'em, of course. Another thing... the obvious players' solution I can think of is for the player-characters to sleep by day and travel by night. I'm sure the players will think of this, and unfortunately, it seems like it'd really spoil me of my heat-exhaustion fun as DM. :/ The only thing I can think of is to tell the characters that all the monsters come out at night and to stay in their camps when night comes. This seems kind of cheap, though, plus I'm sure they'll probably call me on my bluff and travel by night and I'll have to hit them with overly-powerful nighttime monsters. Any insight would be appreciated! I've got to decide what to do before "Sandstorm" comes out...! ;) Jason [/QUOTE]
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