Environmental Effects: Difference between revisions

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==Winds==
==Winds==


The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks.
The wind can create a stinging spray of sand or dust, fan a large fire, keel over a small boat, and blow gases or vapors away. If powerful enough, it can even knock characters down (see Table: Wind Effects), interfere with ranged attacks, or impose penalties on some skill checks. Note that Wind includes light to moderate rain, but not heavy rain or nastier things being blown about, or the violent effects of a thunderstorm.  See below for such pleasantries. Beware the trees!


===Table: Wind Effects===
===Table: Wind Effects===
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::<sup>1</sup> Physical actions are any action that requires a physical component that can be disrupted by high winds. These are separated into 'careful' and 'powerful' actions.  Examples of careful actions include ranged weapon attacks, physical skills such as [[Perception]], [[Sleight of Hand]], and [[Perform]], casting a spell with a verbal or somatic component, etc.  Powerful actions include siege weapon attacks, massive ranged weapon attacks, physical skills such as [[Movement]], [[Might]], or [[Acrobatics]], casting a spell with a material-only component, melee attacks with a reach weapon, etc.  In general, melee attacks by non-reach weapons, even light ones, are not affected by high winds.  
::<sup>1</sup> Physical actions are any action that requires a physical component that can be disrupted by high winds. These are separated into 'careful' and 'powerful' actions.  Examples of careful actions include ranged weapon attacks, physical skills such as [[Perception]], [[Sleight of Hand]], and [[Perform]], casting a spell with a verbal or somatic component, etc.  Powerful actions include siege weapon attacks, massive ranged weapon attacks, physical skills such as [[Movement]], [[Might]], or [[Acrobatics]], casting a spell with a material-only component, melee attacks with a reach weapon, etc.  In general, melee attacks by non-reach weapons, even light ones, are not affected by high winds. Spellcasting in bad wind (or even just heavy rain, see below) requires a [[Caster Check]] for each spell attempted, with the penalty described above for the type of spellcasting. If you can manage to cast spells without needing verbal, somatic, or material components, you may cast such spells without a check.  And, wow, nice trick.


::<sup>2</sup> Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a Average Might skill check against their own level (if on the ground) or an Impossible Movement skill check if airborne.
::<sup>2</sup> Checked Size: Creatures of this size or smaller are unable to move forward against the force of the wind unless they succeed on a Average Might skill check against their own level (if on the ground) or an Impossible Movement skill check if airborne.
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::<sup>3</sup> Blown Away Size: Creatures on the ground are Pushed in the direction of the wind by one square each round per level they fall below their size/windspeed threshold. IE, a Small creature in a hurricane suffers 3 squares of Push each round. They may fall Prone to negate this movement if they wish, and can resist with forced movement resistance.
::<sup>3</sup> Blown Away Size: Creatures on the ground are Pushed in the direction of the wind by one square each round per level they fall below their size/windspeed threshold. IE, a Small creature in a hurricane suffers 3 squares of Push each round. They may fall Prone to negate this movement if they wish, and can resist with forced movement resistance.


===Rain===
Light or moderate rain is not bad enough to materially change the effects of the Winds table above. It may lower heat effects by one level if in a hot climate, so that's even a positive, as long as you don't mind being soaked....
===Heavy Rain===
Heavy rain adds +1 to all the Physical Action penalty numbers from the Wind table.  This means that even in Light wind, you get a -1 to both careful and powerful physical actions, which makes picking a lock in a torrential downpour even less fun than ever, and spellcasting just generally sucks. Heavy rain also limits visibility to all senses, offering concealment to things further than 60 feet away, and total concealment after 120 feet. Bleah.


==Dangerous Liquid==
==Dangerous Liquid==

Revision as of 17:24, 12 December 2018