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General Tabletop Discussion
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protection from elements?
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<blockquote data-quote="CapnZapp" data-source="post: 6505636" data-attributes="member: 12731"><p>Here it is. Thanks. </p><p></p><p>"Creatures with</p><p>resistance or immunity to cold damage automatically</p><p>succeed on the saving throw, as do creatures wearing</p><p>cold weather gear (thick coats, gloves, and the like) and</p><p>creatures naturally adapted to cold climates."</p><p></p><p>Of course, any rule mentioned in the same breath as "just wear a coat, and any winter danger is immediately and automatically shut down" is not a rule I put much weight to...</p><p></p><p>For Protection against Cold, this is okay:ish, specifically since the spell only protects a single individual (each spellcaster can only concentrate either on himself or an ally, not the entire party) and only during especially critical moments (duration 1 hour).</p><p></p><p>But for cold weather gear, ... <img src="http://www.enworld.org/forum/images/smilies/erm.png" class="smilie" loading="lazy" alt=":erm:" title="Erm :erm:" data-shortname=":erm:" /></p><p></p><p>I would say there's grades of "extreme cold", and that the DMG talks about the lightest degree only, when the DM says "it's a cold day", everybody crosses off a gold piece to retroactively buy winter clothing, and then the adventure continues... Cold weather as window dressing, as it were.</p><p></p><p>But I fully assume any adventure set in a specifically wintry locale, or even fantastical cold climes (such as when you visit other planes) would come with specific rules that trump this general one. </p><p></p><p>Rules that add new grades of cold, where cold weather gear grants proficiency bonus or advantage on the saves but definitely no automatic immunity, and perhaps also such intense cold that you normally get disadvantage on the roll (meaning that winter gear only cancel that disadvantage and nothing more).</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 6505636, member: 12731"] Here it is. Thanks. "Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates." Of course, any rule mentioned in the same breath as "just wear a coat, and any winter danger is immediately and automatically shut down" is not a rule I put much weight to... For Protection against Cold, this is okay:ish, specifically since the spell only protects a single individual (each spellcaster can only concentrate either on himself or an ally, not the entire party) and only during especially critical moments (duration 1 hour). But for cold weather gear, ... :erm: I would say there's grades of "extreme cold", and that the DMG talks about the lightest degree only, when the DM says "it's a cold day", everybody crosses off a gold piece to retroactively buy winter clothing, and then the adventure continues... Cold weather as window dressing, as it were. But I fully assume any adventure set in a specifically wintry locale, or even fantastical cold climes (such as when you visit other planes) would come with specific rules that trump this general one. Rules that add new grades of cold, where cold weather gear grants proficiency bonus or advantage on the saves but definitely no automatic immunity, and perhaps also such intense cold that you normally get disadvantage on the roll (meaning that winter gear only cancel that disadvantage and nothing more). [/QUOTE]
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