Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Revamping heat damage rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Snapdragyn" data-source="post: 1805002" data-attributes="member: 12432"><p>I'm looking at the damage from extreme heat, & I think it needs reworked. </p><p></p><p>Currently, in 90-110 F weather, each character must make a DC 15 Fort save every hour (& add 1 to the DC per previous hour of exposure). At that DC, your average (commoner) farmer, with 4 hp & a Fort save of 0, is going to be taking subdual damage from heat exposure every single day in the summer in most temperate climes (to say nothing of subtropical & tropical) even if all they're doing is walking across a field (only 1/4 would succeed on the first roll, & after 6 hours the DC would be too high for any average commoner to make). Furthermore, 1/4 of those who do take this nonlethal damage will take enough to be disabled <em>immediately</em>. These numbers give us the great figure of 18.75% (or almost 1/5th) of the typical commoner farm population being disabled from one hour of farmwork in the summer throughout tropical, subtropical, & warm temperate climes. Um... no -- they'd all starve as the crops failed from lack of workers able to do anything.</p><p></p><p>Having lived in 90+ weather without air conditioning, I can say that it may not be comfortable, but it's not something that's going to knock out the average person (i.e. average health, neither very old nor very young) unless you're engaging in strenous activity -- & it's by no means automatic then (I've never passed out from the heat, but have seen it happen on rare occasion). The rules, however, make no distinction about the level of activity, & IMHO set the DC too high.</p><p></p><p>Things I'm considering:</p><p></p><p>-- Lower the DC to 10. Make the check once per day for normal weather, once per exposure for magical effects.</p><p></p><p>With this, the average commoner only fails on a roll of 1, resulting in nonlethal damage to 5% of the average population per day (& 1/4 of those, or 1.25% of the total, being damaged enough to be disabled). That still seems a bit high to me, but at least it's an improvement.</p><p></p><p>-- Require the regular DC 15 check after (5 minutes? 1 hour?) of strenuous activity (melee, running, etc.).</p><p></p><p>This works in something for the reality of heat stress, though it would increase the (possibly still too high) number of commoners taking nonlethal damage from the temperature. I'm not sure how much time to allow before requiring the check, though; maybe start after 5 minutes, then repeat each hour as per current rules?</p><p></p><p>-- Replace nonlethal damage due to heat with heat fatigue & heat exhaustion.</p><p></p><p>First failed check = fatigued, with the save switching to 1/hour, DC 10 + number of previous hours of exposure; any strenous activity automatically leads to the next state.</p><p>Second failed check = exhausted, with the save switching to the current rules (1/hour, DC 15 + previous hours of exposure); any strenous activity automatically causes 1d4 nonlethal damage per round of such activity.</p><p>Recovering from heat fatigue or exhaustion requires one hour of cooling off to progress to the next state up (exhaustion to fatigue, or fatigue to normal).</p><p></p><p>(The rules for severe heat (110-140 F) require a Fort DC 15 every 10 minutes; I'm not sure that's too bad, actually, since I've only experienced temperatures that high once & it was pretty severe.)</p><p></p><p>Anyway, I'm not sure whether to go with all three of those rules, just the first & second (with failed checks immediately resulting in nonlethal damage as currently happens), or with the first & third rule only (ignoring the effects of strenuous activity if the initial save is made).</p><p></p><p>Thoughts? Other suggestions?</p></blockquote><p></p>
[QUOTE="Snapdragyn, post: 1805002, member: 12432"] I'm looking at the damage from extreme heat, & I think it needs reworked. Currently, in 90-110 F weather, each character must make a DC 15 Fort save every hour (& add 1 to the DC per previous hour of exposure). At that DC, your average (commoner) farmer, with 4 hp & a Fort save of 0, is going to be taking subdual damage from heat exposure every single day in the summer in most temperate climes (to say nothing of subtropical & tropical) even if all they're doing is walking across a field (only 1/4 would succeed on the first roll, & after 6 hours the DC would be too high for any average commoner to make). Furthermore, 1/4 of those who do take this nonlethal damage will take enough to be disabled [i]immediately[/i]. These numbers give us the great figure of 18.75% (or almost 1/5th) of the typical commoner farm population being disabled from one hour of farmwork in the summer throughout tropical, subtropical, & warm temperate climes. Um... no -- they'd all starve as the crops failed from lack of workers able to do anything. Having lived in 90+ weather without air conditioning, I can say that it may not be comfortable, but it's not something that's going to knock out the average person (i.e. average health, neither very old nor very young) unless you're engaging in strenous activity -- & it's by no means automatic then (I've never passed out from the heat, but have seen it happen on rare occasion). The rules, however, make no distinction about the level of activity, & IMHO set the DC too high. Things I'm considering: -- Lower the DC to 10. Make the check once per day for normal weather, once per exposure for magical effects. With this, the average commoner only fails on a roll of 1, resulting in nonlethal damage to 5% of the average population per day (& 1/4 of those, or 1.25% of the total, being damaged enough to be disabled). That still seems a bit high to me, but at least it's an improvement. -- Require the regular DC 15 check after (5 minutes? 1 hour?) of strenuous activity (melee, running, etc.). This works in something for the reality of heat stress, though it would increase the (possibly still too high) number of commoners taking nonlethal damage from the temperature. I'm not sure how much time to allow before requiring the check, though; maybe start after 5 minutes, then repeat each hour as per current rules? -- Replace nonlethal damage due to heat with heat fatigue & heat exhaustion. First failed check = fatigued, with the save switching to 1/hour, DC 10 + number of previous hours of exposure; any strenous activity automatically leads to the next state. Second failed check = exhausted, with the save switching to the current rules (1/hour, DC 15 + previous hours of exposure); any strenous activity automatically causes 1d4 nonlethal damage per round of such activity. Recovering from heat fatigue or exhaustion requires one hour of cooling off to progress to the next state up (exhaustion to fatigue, or fatigue to normal). (The rules for severe heat (110-140 F) require a Fort DC 15 every 10 minutes; I'm not sure that's too bad, actually, since I've only experienced temperatures that high once & it was pretty severe.) Anyway, I'm not sure whether to go with all three of those rules, just the first & second (with failed checks immediately resulting in nonlethal damage as currently happens), or with the first & third rule only (ignoring the effects of strenuous activity if the initial save is made). Thoughts? Other suggestions? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Revamping heat damage rules
Top