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General Tabletop Discussion
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My house-rules for extreme weather and sleeping in armor
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<blockquote data-quote="Ahrimon" data-source="post: 7037620" data-attributes="member: 12630"><p>I won't go into the realism of it either, but have you considered that you are making Dex even more of the ultra stat by doing this? Knowing that they'll be likely to go without armor more players will be inclined to use dex than heavy armor.</p><p></p><p></p><p></p><p>Those fights can be fun for the first few times. But eventually your players will get frustrated by "another night encounter where I can't use my armor."</p><p></p><p>Making tents and sleeping bags and bedrolls more useful is something I can get behind. I like having all of the necessities on my character. Of course, I'm a huge fan of Aurora's Whole Realms Catalogue too.</p><p></p><p></p><p>Something you may want to consider for cold weather is the amount of activity that someone is performing. I recall a fable where two people are climbing the trail up a mountain in the biting cold of winter. They come accross a man who is injured and can't walk. One of the two travelers leaves him behind because he is concerned that he'll get slowed down and won't make it before he freezes. The other picks the man up and carries him. Once near the top the 2nd traveler comes across the frozen body of the first. Turns out the extra body heat from the exertion of carrying the injured man helped keep him warm while the other guy succumbed to the cold.</p><p></p><p>There was a culture of nordic style sorcerers in the 3e Scarred Lands campaign setting that when they casted spells it generated body heat so they could run around the frozen north with almost nothing on</p></blockquote><p></p>
[QUOTE="Ahrimon, post: 7037620, member: 12630"] I won't go into the realism of it either, but have you considered that you are making Dex even more of the ultra stat by doing this? Knowing that they'll be likely to go without armor more players will be inclined to use dex than heavy armor. Those fights can be fun for the first few times. But eventually your players will get frustrated by "another night encounter where I can't use my armor." Making tents and sleeping bags and bedrolls more useful is something I can get behind. I like having all of the necessities on my character. Of course, I'm a huge fan of Aurora's Whole Realms Catalogue too. Something you may want to consider for cold weather is the amount of activity that someone is performing. I recall a fable where two people are climbing the trail up a mountain in the biting cold of winter. They come accross a man who is injured and can't walk. One of the two travelers leaves him behind because he is concerned that he'll get slowed down and won't make it before he freezes. The other picks the man up and carries him. Once near the top the 2nd traveler comes across the frozen body of the first. Turns out the extra body heat from the exertion of carrying the injured man helped keep him warm while the other guy succumbed to the cold. There was a culture of nordic style sorcerers in the 3e Scarred Lands campaign setting that when they casted spells it generated body heat so they could run around the frozen north with almost nothing on [/QUOTE]
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My house-rules for extreme weather and sleeping in armor
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