Temperatures & Wilderness Lore

Post/Author/DateTimePost
#1

overelemental

Jul 08, 2003 0:42:05
In my campaign I'm using Wilderness Lore to replace the second edition NWP Heat Protection, but I'm having a slight problem. I'm not sure what it should do or what DC to use.

Any suggestions? Give a bonus to saves? Make the players take saves less frequent?

I'm using the heat/temperature rules from the DMG slightly adepted to suit Athas.
#2

jon_oracle_of_athas

Jul 08, 2003 5:13:51
http://www.athas.org/releases/ds3/adventure.20030330.pdf

Includes temperature rules.
#3

Grummore

Jul 08, 2003 9:56:13
I have a visual chart on my web site representing most of the athasian temperature. You can find it in french or in english here .
#4

zombiegleemax

Jul 08, 2003 10:00:49
Jon, your table in the temperature catagories is missing the 'freezing' listing, i.e. temps below 0 degrees, which granted would only occure at the highest of altitudes (mountain peaks and such, or strange magic warped regions). Athasian's should be far more susceptable to cold damage.
#5

overelemental

Jul 08, 2003 10:03:40
Thanks for the very nice links Jon and Grummore, but neither dealt with what I asked in my original post. Hopefully someone will have some input for me
#6

Grummore

Jul 08, 2003 10:06:50
Everything in these helps my friend! It's fortitude save, not wilderness lore.
#7

overelemental

Jul 08, 2003 10:09:41
I know it's a fortitude save. And I know what the temps on Athas are.

What I said was I want to use Wilderness Lore as a replacement for Heat Protection, and that I want it to help them out in some way..
For instance allowing them to make the (fortitude) saves less frequent or give some sort of bonus to the save.. but I wasn't sure what exactly.

Sorry if I didn't make myself clear in my first post.
#8

zombiegleemax

Jul 08, 2003 10:17:04
Heh, your right, no one did answer you, sorry.

I'd turn the heat protection into a feat that gives a bonus to wilderness lore when used to negate the effects of heat damage, dyhydration, etc. say a +2 or +4 synergy bonus. As for heat damage, say a DC of 20 lets you take 1/2 damage from nonmagical heat damage for a few hours (long enough to find shelter or simply wait out the worst part of the day). A DC of 15 could let you reduce water consumption by 1/4 while a DC of 20 could let you reduce consumption by 1/2. Especially devious DMs should roll this in secret and not tell the player. Under extreme heat, dehydration can hit a person seemingly out of nowhere. One doesn't always know just how bad off one is until they drop.

Hope that actually answers you a little.
#9

overelemental

Jul 08, 2003 10:26:23
Thanks Mach, that was some very interesting input actually And good ideas as well. I'll ponder for a bit and hopefully post some more on the subject later on
#10

zombiegleemax

Jul 08, 2003 10:43:51
The text in the DMG under Heat Dangers indicates that you might get a bonus to your fortitude save if you have the Wilderness Lore skill, and refers you to the description of that skill in the PHB for the specifics.

The description of the Wilderness Lore skill in the PHB does give a little more information. A successful check against DC15 grants a +2 to fortitude saves against severe weather while moving at half speed, +4 if you remain stationary.
#11

Shei-Nad

Jul 08, 2003 15:50:18
I also turned heat protection into a feat which grants +4 to Survival checks (the new Wilderness Lore skill) made to gain a fortitude bonus against heat dangers.

By the way, i did the same with Water Find, which grants a +4 to Survival checks made to forage water. If your forage check succeeds by 3 or less, you find water, but no food.
#12

nytcrawlr

Jul 08, 2003 16:13:29
Check this out

Check out Desert Adaptation and Forage...