Environmental Effects: Difference between revisions

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NOTE to GM's: The Environment rules are optional, but provide a great way of creating a real 'survival horror' experience if you're running a low-level, [[Campaign_Power_Level | low-power]] 'grime and guts' sort of a campaign. Indeed, the whole 'Grim World' power level pretty much cries out for the Environmental Effects rules, to make it truly, perfectly awful.  
NOTE to GM's: The Environment rules are optional, but provide a great way of creating a real 'survival horror' experience if you're running a low-level, [[Campaign_Power_Level | low-power]] 'grime and guts' sort of a campaign. Indeed, the whole 'Grim World' power level pretty much cries out for the Environmental Effects rules, to make it truly, perfectly awful.  


However, approach with caution! Even high-powered, well-equipped adventurers that are not prepared for environmental effects can find themselves in a lot of trouble very quickly if they aren't used to it. Since environmental damage is non-lethal (until it starts killing you), very few of the most common and potent defenses will work against it, and even extremely mighty parties can find themselves in trouble quickly.  This might be the effect you're after, but be careful! Also, be wary of the scaling of environment effects, especially the Falling Object rules. Giant toppling trees are extremely deadly, which is what you would expect from dropping a Redwood on somebody, and avalanches and tsunamis and pyroclastic flows are just utterly unfair. Use these things sparingly...unless your campaign is into such things, of course.
However, approach with caution! Even high-powered, well-equipped adventurers that are not prepared for environmental effects can find themselves in a lot of trouble very quickly if they aren't used to it. Since environmental damage is often a constant, recurring source of damage, even extremely mighty parties can find themselves in trouble quickly.  This might be the effect you're after, but be careful! Also, be wary of the scaling of environment effects, especially the Falling Object rules. Giant toppling trees are extremely deadly, which is what you would expect from dropping a Redwood on somebody, and avalanches and tsunamis and pyroclastic flows are just utterly unfair. Use these things sparingly...unless your campaign is into such things, of course.


==Monsters and the Environment==
==Monsters and the Environment==
Players have to suffer all these terrible effects...but what about monsters?
Players have to suffer all these terrible effects...but what about monsters?


For simplicity, it is assumed that all monsters have enough resistance to Environmental non-lethal damage that they never take effects from their usual environment. A tribe of orcs that lives atop the highest peak in the land just completely ignore the cold, thin air, constant scouring of icy needles, and all ill effects of the brutal winds.  
For simplicity, it is assumed that all monsters have enough resistance to Environmental damage that they never take effects from their usual environment. A tribe of orcs that lives atop the highest peak in the land just completely ignore the cold, thin air, constant scouring of icy needles, and all ill effects of the brutal winds.  


This is totally unfair, but that's how it works. As a consolation, all the environmental effects that deal lethal damage, such as falling objects or avalanches, affect monsters just like they do characters.  
This is totally unfair, but that's how it works. As a consolation, all the environmental effects that deal lethal damage, such as falling objects or avalanches, affect monsters just like they do characters.  


== Environmental Damage ==
== Environmental Damage ==
Hazardous environments can inflict damage to characters attempting to pass through them.  Some Environmental Damage is initially coded as Non-Lethal damage, to simulate the insidious effects of excessive heat or cold or bad air. Such non-lethal damage can be very hard to mitigate, and it will 'sneak up on you' if you're not careful. Some Environmental Damage is coded as lethal. Getting hit by an Avalanche or a size Large falling object is always immediately deadly, with the consolation that conventional resistance to damage usually works.  In general, Environmental damage is treated identically to normal damage, with the exception that some equipment specifically provides resistance to environmental non-lethal damage, while providing no resistance to normal damage. (Note that non-lethal environmental damage can turn deadly indeed, see below for details.) 
Hazardous environments can inflict damage to characters attempting to pass through them.  Environmental damage is treated like any other kind of damage, except that it is damage caused by some natural condition or effect of the world, and not caused by magic, or the intent and planning of an individual or group. If you possess some means of mitigating the damage type being inflicted (such as by having some ER or DR suitable for the damage type), environmental damage is reduced exactly like normal damage.  In addition, some equipment specifically provides resistance to environmental damage, while providing no resistance to normal damage.  


An example of this is a tent, which reduces environmental non-lethal damage by 5 points. This is treated as ER 5/- and DR 5/-, but only for purposes of resisting damage caused by environmental effects.  If a mountain troll comes along and smashes the camper in the face with a rock, the tent won't help at all.
An example of this is a tent, which reduces environmental damage by 5 points. This is treated as ER 5/- and DR 5/-, but only for purposes of resisting damage caused by environmental effects.  This means an accidental rockslide will have its damage reduced by the tent, but if a mountain troll throws a rock at the tent, the tent provides no protection at all.


===Endurance Feat===
===Endurance Feat===

Revision as of 21:34, 15 January 2020