Khaalis said:<snip>
On aother note, I would remove the vs. Drow only statement as it goes against most of the pre-existing rules. Youa re either SR or you arent.
<snip>
LeifVignirsson said:Sensitivity/Damage:
You guys are great on this cause I had been thinking about this for a while as well. I still want to be true to the actual creators idea, but I do like the idea of subdual damage instead of regular damage. However, much like a person walking through the Mojave at noon, the White Elf would have to make a save to see if they even survive being cooked. It isn't JUST a sunburn, they are truly cooking inside, even in something considered mild to most surface dwellers. Let's say that the save should be Fort Save DC 10 + rounds exposed to sunlight.
So, if Biff the White Elf had been out for 5 rounds and been dropped to zero, he would have to make a Fort save of 15 to survive. Make it easy to meet for the beginning characters, but something that is still a deterrent for not being covered. Now what I need to hear is whether or not that save threshold is too low, just right or even too high?
The hot dessert sun is as deadly as a hostile tribe of orcs. Prolonged exposure to hot temperatures can quickly wear down a character, and heatstroke can be deadly.
Heat deals subdual damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by Endure Elements, etc.). Once rendered unconscious through the accumulation of subdual damage, the character begins to take normal damage at the same rate.
Any character who sustains any subdual damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the subdual damage they took fromo te heat.
Fatigued = PC cannot run or charge and suffers an effective -2 to Strength and Dexterity. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. After 8 hours of complete rest, fatigued characters are no longer fatigued.
Exhausted = PCs who are exhausted move at half normal speed and suffer an effective penalty of -6 to Strength and Dexterity. After 1 hour of complete rest, exhausted PCs become Fatigued.
In Extreme heat exposure (temperatures over 110 degrees F) PCs must make a Fortitude save once very 10 minutes (DC 15, +1 for each previous check) or sustain 1d4 points of subdual damage. PCs wearing heavy clothing or armor of any sort have a -4 penalty to their saving throws. A PC with Survival skill may receive a bonus to their saving throw and may be able to apply this bonus to other PCs as well. PCs reduced to unconsciousness begin taking normal damage (1d4 points per each 10 minute period).
Abysmal heat exposure (temperatures over 140 degrees F, Fire, Boiling Water, Lava) deals normal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a PC must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or sustain 1d4 points of subdual damage. Those wearing heavy clothing or any sort of armor have a -4 penalty to their saving thrwos. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a Heat Metal spell.
A PC in very hot condition (temeratures over 90 degree F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or sustain 1d4 subdual damage. PCs wearing heavy clothing or armor of any sort have a -4 penalty to their saving throws. A PC with Survival skill may receive a bonus to their saving throw and may be able to apply this bonus to other PCs as well. PCs reduced to unconsciousness begin taking normal damage (1d4 points per each hour period).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.