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[ToA] Heat & Heavy (armor)
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<blockquote data-quote="CapnZapp" data-source="post: 7215559" data-attributes="member: 12731"><p>Of course, the rule in the DMG is designed so that it never comes into effect, unless you want it to.</p><p></p><p>First off, as mentioned, 100 F is a very high threshold. Second, the "if you don't have water" clause. What adventure party will not have water - and still take a jungle/desert trek?</p><p></p><p>The few parties where the DM wants heat exhaustion to be a thing, are what.</p><p></p><p>But that's not what I'm talking about here.</p><p></p><p>I'm asking if ToA will offer a rule/optional/variant that changes the game <strong>in general, for everybody</strong>, as in noticably nerfing the (heavy) armor strategy, while not nerfing the unarmored strategy in the same way?</p><p></p><p style="margin-left: 20px"><em>Then, I'm sure the merchant princes of Chult will sell potions of Endure Elements or whatever, and that's fine so your paladins can still run around in full plate, but at least there's a nod to jungle conditions.</em></p><p></p><p>You might ask yourself "why even add this rule if nothing changes in the end?"</p><p></p><p>Because I'm not here to hate a specific subset of character builds, such as strength fighters and paladins and war priests!</p><p></p><p>I'm only here to discuss whether 5th edition is the first edition in a long time where options might be offered even though they might not be in the best interests of balance. </p><p></p><p>Many DMs will not want to houserule such a rule. Unless it's on a page in a WotC book you can point to, many DMs will not bother with any "you're just shafting us" discussions. </p><p></p><p>Having an official rule (even if optional) would help immensely in bringing the jungles of Chult to life! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7215559, member: 12731"] Of course, the rule in the DMG is designed so that it never comes into effect, unless you want it to. First off, as mentioned, 100 F is a very high threshold. Second, the "if you don't have water" clause. What adventure party will not have water - and still take a jungle/desert trek? The few parties where the DM wants heat exhaustion to be a thing, are what. But that's not what I'm talking about here. I'm asking if ToA will offer a rule/optional/variant that changes the game [B]in general, for everybody[/B], as in noticably nerfing the (heavy) armor strategy, while not nerfing the unarmored strategy in the same way? [INDENT][I]Then, I'm sure the merchant princes of Chult will sell potions of Endure Elements or whatever, and that's fine so your paladins can still run around in full plate, but at least there's a nod to jungle conditions.[/I][/INDENT] You might ask yourself "why even add this rule if nothing changes in the end?" Because I'm not here to hate a specific subset of character builds, such as strength fighters and paladins and war priests! I'm only here to discuss whether 5th edition is the first edition in a long time where options might be offered even though they might not be in the best interests of balance. Many DMs will not want to houserule such a rule. Unless it's on a page in a WotC book you can point to, many DMs will not bother with any "you're just shafting us" discussions. Having an official rule (even if optional) would help immensely in bringing the jungles of Chult to life! :) [/QUOTE]
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[ToA] Heat & Heavy (armor)
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