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General Tabletop Discussion
*Dungeons & Dragons
Planning some desert encounters...
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<blockquote data-quote="Greenfield" data-source="post: 6086978" data-attributes="member: 6669384"><p>Good ideas.</p><p></p><p>But in D&D the environment just doesn't hold the same challenges it does in the real world. <em>Endure Elements</em> pretty much negates the heat factor, and there really aren't any rules in the game for armor tiring you out or causing heat issues. <em>Create Water</em> is so common that thirst isn't really a factor.</p><p></p><p>But let's think about this particular desert: The sun hasn't come out of the clouds in 5 years. The desert isn't hot, it's cold, and it gets colder at night. Without direct sunlight there are a lot of things that come into play, things that normally hate open, exposed terrain because of the sunlight.</p><p></p><p>With no landmarks, no stars and only a generally bright spot in the sky to mark the sun, it would be very easy to get lost. I'll have to look up the "Intuit Direction" rules and see if they can come into play.</p><p></p><p>Sand is, by definition, "rough terrain", in that you get half normal movement in it. No 5 foot steps in combat or out. I could readily house rule a level of fatigue based on that alone. Nothing is ever easy when it comes to moving out there.</p><p></p><p>There is a sand worm described in the SandStorm book. No Swallow Whole, but it does have a breath weapon, and it explodes when you kill it. I think it's called a DuneWinder.</p><p></p><p>Now consider a large insect, like the scorpion or spider, and a patch of dangerous terrain, say one with Slipsand. The monster can maneuver around or just plain step over these spots because of his sheer size, but PCs won't have that option. That adds a tactical aspect to the scene, even when there are no walls or other obvious barriers to constrain the battle.</p><p></p><p>Still hoping for some neat monster combos, but I'm starting to think about it the right way. Thanks.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 6086978, member: 6669384"] Good ideas. But in D&D the environment just doesn't hold the same challenges it does in the real world. [I]Endure Elements[/I] pretty much negates the heat factor, and there really aren't any rules in the game for armor tiring you out or causing heat issues. [I]Create Water[/I] is so common that thirst isn't really a factor. But let's think about this particular desert: The sun hasn't come out of the clouds in 5 years. The desert isn't hot, it's cold, and it gets colder at night. Without direct sunlight there are a lot of things that come into play, things that normally hate open, exposed terrain because of the sunlight. With no landmarks, no stars and only a generally bright spot in the sky to mark the sun, it would be very easy to get lost. I'll have to look up the "Intuit Direction" rules and see if they can come into play. Sand is, by definition, "rough terrain", in that you get half normal movement in it. No 5 foot steps in combat or out. I could readily house rule a level of fatigue based on that alone. Nothing is ever easy when it comes to moving out there. There is a sand worm described in the SandStorm book. No Swallow Whole, but it does have a breath weapon, and it explodes when you kill it. I think it's called a DuneWinder. Now consider a large insect, like the scorpion or spider, and a patch of dangerous terrain, say one with Slipsand. The monster can maneuver around or just plain step over these spots because of his sheer size, but PCs won't have that option. That adds a tactical aspect to the scene, even when there are no walls or other obvious barriers to constrain the battle. Still hoping for some neat monster combos, but I'm starting to think about it the right way. Thanks. [/QUOTE]
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