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<blockquote data-quote="77IM" data-source="post: 6632249" data-attributes="member: 12377"><p>I make it up. Here's what I've done so far:</p><p></p><p>Tremors: One tremor occurred during combat and I had everybody make a DC 10 Dex save or else fall prone.</p><p>Rain: Reduces visual and hearing range, absolute hell on tracking attempts.</p><p>Hot and Dry: Mostly this would be a nuisance effect for overland travel. Casting <em>fireball</em> outdoors also becomes a terrible idea as all vegetation counts as extremely flammable.</p><p>Windy: This would reduce projectile weapon range.</p><p>Overcast with lightning: Mostly cosmetic. I might enhance lighting spells, but give them a chance to go haywire and strike an ally too, or something like that.</p><p></p><p>Extreme weather is run kind of like an "encounter" but with a sort of minute-by-minute turn sequence instead of round-by-round:</p><p>1. Some sort of Wisdom (Perception) check to notice the phenomenon and/or Wisdom (Survival) check to recognize it for what it is. The earlier the check, the harder the DC. For example, I might call for a DC 15 Wisdom (Survival) check to realize that the sudden pressure drop presages a tornado, and then one minute later a DC 10 Wisdom (Perception) check to notice an actual twister headed your way. The weather hazard is usually more interesting if the players spot it coming.</p><p>2. Again, Wisdom (Survival) or Wisdom (Perception) checks to find appropriate cover, or the players can just describe how they are dealing with the impending weather event. Like, running outside at the start of an earthquake helps you not get crushed under rubble, no check needed. How much time you have for these preparations is based on how much advance warning you got in step 1.</p><p>3. Some sort of saving throw, or else Something Bad happens. The save type and DC and Something Bad are based on how much cover you have, or other preparations done in step 2. Like, for a tornado, if you crawl under a rock outcropping and huddle in the back, you make a DC 10 Con save, and suffer a level of exhaustion on a failure. If you're out in the open, it's a DC 15 Strength save or else you take 10d6 bludgeoning damage and a level of exhaustion (save for half damage and no exhaustion).</p><p>4. For an ongoing hazard like flood, wildfire, or hailstorm, I might break up step 3 into multiple checks. For example, you might make a Strength save to avoid getting pulled away by a flood. Once in the flood, you start making DC 15 Strength (Athletics) checks. Once you have 3 successes, you escape the floodwater. Once you have 3 failures, you begin to drown. (This is basically the same schedule used by death saving throws and spells like <em>flesh to stone</em>.) Obviously your companions can do things to save you as well -- and generally those things should be MORE effective than just making your own ability checks. The idea is to make coping with the weather an interesting process.</p><p></p><p>The extreme weather doesn't always hit the PCs directly. I give it a percentage chance based on terrain and weather type. E.g. at one point I rolled Wildfires, but the PCs were traveling past a swamp, and I gave the fire only a 40% chance of reaching them. So instead of encountering the wildfires, they just heard about it when they reached the next village.</p><p></p><p>Also note that for extreme weather it doesn't usually last all day. Most of the day the weather is merely awful, and the extreme weather only shows up like one time. In this sense it is like an extra encounter for that day.</p></blockquote><p></p>
[QUOTE="77IM, post: 6632249, member: 12377"] I make it up. Here's what I've done so far: Tremors: One tremor occurred during combat and I had everybody make a DC 10 Dex save or else fall prone. Rain: Reduces visual and hearing range, absolute hell on tracking attempts. Hot and Dry: Mostly this would be a nuisance effect for overland travel. Casting [i]fireball[/i] outdoors also becomes a terrible idea as all vegetation counts as extremely flammable. Windy: This would reduce projectile weapon range. Overcast with lightning: Mostly cosmetic. I might enhance lighting spells, but give them a chance to go haywire and strike an ally too, or something like that. Extreme weather is run kind of like an "encounter" but with a sort of minute-by-minute turn sequence instead of round-by-round: 1. Some sort of Wisdom (Perception) check to notice the phenomenon and/or Wisdom (Survival) check to recognize it for what it is. The earlier the check, the harder the DC. For example, I might call for a DC 15 Wisdom (Survival) check to realize that the sudden pressure drop presages a tornado, and then one minute later a DC 10 Wisdom (Perception) check to notice an actual twister headed your way. The weather hazard is usually more interesting if the players spot it coming. 2. Again, Wisdom (Survival) or Wisdom (Perception) checks to find appropriate cover, or the players can just describe how they are dealing with the impending weather event. Like, running outside at the start of an earthquake helps you not get crushed under rubble, no check needed. How much time you have for these preparations is based on how much advance warning you got in step 1. 3. Some sort of saving throw, or else Something Bad happens. The save type and DC and Something Bad are based on how much cover you have, or other preparations done in step 2. Like, for a tornado, if you crawl under a rock outcropping and huddle in the back, you make a DC 10 Con save, and suffer a level of exhaustion on a failure. If you're out in the open, it's a DC 15 Strength save or else you take 10d6 bludgeoning damage and a level of exhaustion (save for half damage and no exhaustion). 4. For an ongoing hazard like flood, wildfire, or hailstorm, I might break up step 3 into multiple checks. For example, you might make a Strength save to avoid getting pulled away by a flood. Once in the flood, you start making DC 15 Strength (Athletics) checks. Once you have 3 successes, you escape the floodwater. Once you have 3 failures, you begin to drown. (This is basically the same schedule used by death saving throws and spells like [i]flesh to stone[/i].) Obviously your companions can do things to save you as well -- and generally those things should be MORE effective than just making your own ability checks. The idea is to make coping with the weather an interesting process. The extreme weather doesn't always hit the PCs directly. I give it a percentage chance based on terrain and weather type. E.g. at one point I rolled Wildfires, but the PCs were traveling past a swamp, and I gave the fire only a 40% chance of reaching them. So instead of encountering the wildfires, they just heard about it when they reached the next village. Also note that for extreme weather it doesn't usually last all day. Most of the day the weather is merely awful, and the extreme weather only shows up like one time. In this sense it is like an extra encounter for that day. [/QUOTE]
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