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As can be seen, many weird and interesting effects can arise from magical, wondrous, and fantastic environments.
As can be seen, many weird and interesting effects can arise from magical, wondrous, and fantastic environments.
==Extra-Planar Environmental Effects==
All of the rules in this page are written with the assumption that the action is happening on the Prime Material Plane, or at least a Material Plane. This means "The World", no matter how magical and fantastic it may be, is fairly recognizable and acts 'normally'.  But as we all know, as those pesky players get more advanced, they will eventually find themselves in another plane.
And inevitably, bad things will happen there.
So, how do you adjudicate it when a building the The City of Brass collapses on top of your heroes? Obviously, that's a simple Collapse, as covered below, but shouldn't the fact that it happens ina building made of red-hot metal, in the Plane of Fire, where the air is literally ON FIRE, have some impact?
Of course it does!
Simply put, Environmental Effects that occur on planes other than your native conditions are far more harmful than otherwise.  This is simulated by adding a modifier to all damage dice caused by environmental effects, both non-lethal and lethal, based upon 'how far out' the Plane happens to be.
The First World, for example, is the Material Plane closest to the Prime Material, and so, an avalanche there looks very similar to one on the Prime material, it's just that all the rocks break into razor-sharp jagged chunks, because that is simply the nature of reality there.  As a result, all environmental damage in the First World has a +1 per die damage modifier. 
The further you go 'out into the cosmos', the worse it gets.
For simplicity, here are some guidelines for adventurous GM's to follow.
: Extraplanar Environmental Modifiers =
* '''On a different but similar plane of existence:''' The Ether, the Plane of Shadow, The First World, etc.  +1 to each damage die
* '''On a different but non-hostile plane of existence:''' The Plane of Air, Elysium, The Silver Fields, etc.  +2 to each damage die
* '''On a wildly different plane of Existence:''' The Azure Sea, The Plane of Earth, the Plane of Water, etc. +3 to each damage die
* '''On a wildly different and hostile plane of existence:''' The Plane of Fire, the Nine Hells, the Abyss, etc.  +4 to each damage die
* '''Very Bad Places:''' The Sunward Reaches, The Infinite Well, Temperest, Hellcore, Lavarna, etc.  +5 to each damage die
* '''The Edge of Reality:''' Apocolyptica, The Outer Dark, The Fount of Reality, The Nascent Seed, etc.  +6 to each damage die
=Environmental Effects=





Revision as of 18:22, 8 February 2019