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*Dungeons & Dragons
The Arctic Campaign and 5th edition
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<blockquote data-quote="Kobold Stew" data-source="post: 6544557" data-attributes="member: 23484"><p>I've always wanted to play in a cold campaign. There are some really good ideas here. Why I think it would work particularly well for 5e is the use of the exhaustion rules. There's a scale for effects in place, that can easily be triggered by failing a cold weather save. That means high-con characters will do well (incl. dwarves, sorcerers). </p><p></p><p>I'd be fairly generous though as to what counts as preparation: outlander, anyone with unarmoured defence (monk/barb), should all get a bonus to the save. You want the characters to survive the weather, but to feel it. A check for every long rest (say) will mean that in a few days all of the party are suffering to some extent. But you don't want them wiped. </p><p></p><p>Tying it to exhaustion actually hinders barbarians, since they use the same scale when raging. But, like sorcerers, they are proficient in Con saves. Just finding food and water might be tough. </p><p></p><p>I'd say Boots of the Winterlands would be more common (you suggest rarer?) but it's also an item that people will kill one another for, since they offer so much. There's some plot hooks right there -- pcs wake up and find their boots gone. </p><p></p><p>There seem to be so many cool adventure opportunities too -- though the image of a ship, trapped in the pack ice under continual darkness, illuminated only be the northern lights, and now overrun by a horde of goblins would be enough to get involved.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6544557, member: 23484"] I've always wanted to play in a cold campaign. There are some really good ideas here. Why I think it would work particularly well for 5e is the use of the exhaustion rules. There's a scale for effects in place, that can easily be triggered by failing a cold weather save. That means high-con characters will do well (incl. dwarves, sorcerers). I'd be fairly generous though as to what counts as preparation: outlander, anyone with unarmoured defence (monk/barb), should all get a bonus to the save. You want the characters to survive the weather, but to feel it. A check for every long rest (say) will mean that in a few days all of the party are suffering to some extent. But you don't want them wiped. Tying it to exhaustion actually hinders barbarians, since they use the same scale when raging. But, like sorcerers, they are proficient in Con saves. Just finding food and water might be tough. I'd say Boots of the Winterlands would be more common (you suggest rarer?) but it's also an item that people will kill one another for, since they offer so much. There's some plot hooks right there -- pcs wake up and find their boots gone. There seem to be so many cool adventure opportunities too -- though the image of a ship, trapped in the pack ice under continual darkness, illuminated only be the northern lights, and now overrun by a horde of goblins would be enough to get involved. [/QUOTE]
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The Arctic Campaign and 5th edition
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