Dressing for the Weather


Personal Temperature
Clothing
Protected and Unprotected Characters
Effects of Exertion
Clothing That Functions as Armor
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WSG

In a game campaign where weather conditions are not taken into
account - or in a world where, mysteriously, the weather is always
pleasant - it is usually a good idea for a character to be outfitted
in the best armor he can wear and afford. All too frequently,
armor is the only thing a player or a DM considers
when it becomes important to know what a character is wearing.
No one worries about what other clothing a character has on, and
even plate mail is so comfortable that a character can keep wearing
it hour after hour and day after day.
But in a campaign world where the weather can vary significantly
from one day to the next, and drastically from one area to
another, it is impossible to ignore the importance of being suitably
attired. Being covered up in combat is one thing, but if a
character is too covered up he may be so weakened by the time
combat takes place that he can’t defend himself anyway.

Personal Temperature

A term used frequently in this section, and in other parts of this
book, is effective temperature. This figure, expressed in degrees
Fahrenheit, is based upon the actual temperature at a given time
and in a given location. In most cases, it is modified by other conditions
such as wind velocity; for instance, even those of us who
live in warm-weather climates are familiar with the concept of
wind chill: If the actual temperature is 30 degrees, the effective
temperature will be much lower than that if a strong wind is blowing,
and if that additional factor is taken into account by the
DM.

The effective temperature for a particular character may be
quite different from the effective temperature for another one who
is standing right next to him, because this figure can also be modified
by how a character is attired. Obviously, the effective temperature
in any environment is lower for a magic-user dressed
only in a loose, flowing robe than it is for his fighter companion
decked out in a full suit of plate mail. When the difference is important,
the effective temperature for each character is described
as his personal temperature. This is the term that is used in this
section, and the following section on Effects of the Environment,
to describe the effective temperature for a certain individual.

Clothing

Armor is any attire that offers some protection in combat by improving
the character’s AC; clothing is any attire that
usually does not provide such protection. However, the word
“usually” is important in this context. As will be seen, some
forms of weather attire do incidentally provide a character with
some amount of armor-class benefit that he would not be able to
realize if he was not wearing the clothing.
Clothing is classified in one of four categories, according to the
temperature range for which it is best suited:

Very cold clothing provides good protection from the elements
at temperatures below 0 degrees.

This category includes thick
garments such as parkas and trousers made from the furs of animals
animals that are accustomed to very cold weather (bears, wolves,
etc.). Extremely important is the quality of insulation the clothing
provides; the clothing should fit loosely, so that air can circulate
between the body and the garment. This air is warmed by the
body, and in turn helps to keep the body warm; in other words,
the garment itself doesn’t have to do all the “work” of protecting
the body from freezing. The equivalent of very cold clothing can
be obtained by wearing two layers of cold clothing or four layers
of moderate clothing. As a rule, multiple layers of relatively thin
clothing provide more insulation (and thus more warmth) than a
single garment equivalent in thickness to the multiple layers.
However, in extremely cold temperatures there is no substitute
for a thick, bulky garment (presumably worn over at least one
layer of normal-temperature clothing) to act as a shield between
the character’s body and the subzero temperature. Gloves or mittens,
heavy foot coverings, and face coverings are also recommended,
and often necessary, to prevent a character’s
extremities from being affected by the cold even if the greater
portion of his body is protected. Very cold clothing has en encumbrance
value equivalent to that of plate mail (bulky, 450 gp), and
an outfit of such clothing will cost about 15 gp.

Cold clothing offers adequate protection at temperatures from
0 to 30 degrees. This clothing need not be made of animal furs;
often, a bulky and fairly thick garment of woven fabric will suffice.
Wool has the best insulating qualities of any fabric that characters
are likely to have access to; the very fibers of a wool garment
contain “pockets” that add to the fabric’s ability to trap air. Canvas
or some other tightly woven fabric is not nearly as good an insulator
as wool, because it does not allow air to circulate through
and under the garment. However, tightly woven fabrics do help to
keep the body’s natural warmth from dissipating too quickly, and
they act as good protection against the wind. Some kind of heavy
garment, regardless of how it fits or what it is made of, is certainly
better than nothing in cold or very cold temperatures. Coldclothing
has an encumbrance value equivalent to that of ring mail
(fairly bulky, 250 gp), and an outfit of such clothing will cost about
7 SP.

Moderate clothing covers a wide range of garments, since the
category includes anything that keeps a character comfortable at
temperatures from 31 to 75 degrees. At the lower end of this
range (up to around 50 degrees), common sense dictates that
some kind of light or moderately thick outer garment is necessary
(in addition to normal clothing of the sort that would be worn in a
heated room). At the upper end of this range, characters can usually
get by with nothing more than the shirt (or tunic, or robe) on
their back - except during rest stops and sleep periods, when a
blanket or some similar extra protection may be needed to keep
the body from being uncomfortably chilled. Moderate clothing
may have no encumbrance value at all (if the Dungeon Master
considers it to be the same as a character’s normal attire), or may
be considered equivalent to leather armor (non-bulky, 150 gp) if
the clothing is relatively heavy. An outfit of moderate clothing will
usually cost no more than 3 gp.

Hot clothing keeps a character from becoming overheated
when the temperature is higher than 75 degrees. The garments
in this category are greatly varied in style and appearance, ranging
from the loincloths worn by natives in a humid tropical forest
to the full-length robes that entirely cover the bodies of tribesmen in
the hot, dry air of the desert. When the humidity is high, the
body tends to perspire more than normal, and it is best to expose
as much skin as possible (within the bounds of decency) so that
perspiration can evaporate and thereby help to keep the body
cool. In a climate where the humidity is consistently low - usually
also a place where water is scarce - the body does not perspire
as readily, so the inhabitants keep themselves covered and
are thereby able to retain more moisture. Hot clothing has no encumbrance
value, and a minimal cost (perhaps as much as a
robe, which is priced at 6 sp).

Table 3: EFFECTS OF CLOTHING AND ARMOR ON PERSONAL TEMPERATURE
                                                        Effective Temperature
Attire -1 or lower 0 to 30 31 to 35 76 or higher
Very Cold +30 +40 +50 +60
Cold +20 +30 +40 +50
Moderate +10 +20 +20 +30
Hot 0 +0 +0 +0
Full Plate +10 +20 +30 +40
Field Plate +10 +20 +30 +40
Plate Mail +10 +20 +30 +30
Splint Mail +5 +10 +15 +20
Banded Mail +5 +10 +15 +20
Chain Mail +0 +5 +10 +20
Scale Mail +0 +5 +10 +20
Ring Mail +0 +5 +10 +15
Studded Leather +5 +0 +15 +30
Padded Armor +20 +30 +40 +50
Leather Armor +10 +5 +10 +20

Entries on this table are cumulative, no matter whether armor
is being worn over clothing or vice versa.

For instance, a character in subzero temperatures who is wearing plate mail and very
cold clothing has his personal temperature increased by 40 degrees
over the effective temperature.

Protected and Unprotected Characters

As described in the section on Effects of the Environment, a
character may suffer hit-point damage from exposure to either
hot or cold temperatures. The amount of damage and the likelihood
of it occurring depend upon whether the character is protected
or unprotected from the elements.

Unprotected characters are those of whom at least one of the
following things is true:
    -- Wearing very cold clothing in an effective temperature
    higher than 30 degrees.
    -- Wearing cold clothing in an effective temperature
    lower than 0 degrees or higher than 50 degrees.
    -- Wearing moderate clothing in an effective temperature
    lower than 30 degrees or higher than 80 degrees.
    -- Wearing hot clothing in an effective temperature
    lower than 50 degrees.
    -- Wearing any metal armor (not incl. studded leather)
    in an effective temperature higher than 80 degrees,
    regardless of clothing.

Any character who does not % at least one of those catec
is protected and, as such, has a reduced chance of suftering
damage as a direct result of exposure to the temperature

Effects of Exertion

The figures for personal temperature derived from the above
table apply to characters who are stationary and not engaging in
any significant physical activity. Exertion of any sort, whether
strenuous or nonstrenuous, will raise a character’s personal temperature
under certain circumstances.

In an effective temperature of less than 0 degrees, a protected
character’s personal temperature will rise by 5 degrees whenever
he exerts himself for four consecutive turns. After that, the
character can rest for one turn without becoming colder, but if he
rests for more than one turn he will lose the 5-degree increase. By
alternately exerting himself for four turns and then resting for one
turn, a protected character can increase his personal temperature
by a maximum of 20 degrees. After that, he must continue
the prescribed pattern of exertion and rest to retain the benefit of
the increased temperature.

In an effective temperature of 0 to 30 degrees, a protected
character’s personal temperature will rise by 5 degrees if he exerts
himself for six consecutive turns, and it will rise by 10 degrees
(the maximum increase) if he remains active for 12
consecutive turns. This increase can be retained indefinitely until
the character rests for more than two turns in a row, at which
point his personal temperature will drop back to its normal level.
In an effective temperature of 80 degrees or higher, an unprotected
character’s personal temperature will rise 5 degrees for
every three consecutive turns of activity, up to a maximum of 25
degrees. Such a character can avoid becoming overheated if he
rests, which will cause his personal temperature to drop 5 degrees
for every three consecutive turns of inactivity. If he rests
andalleviates his unprotected condition (Le., takes off his armor),
his personal temperature increase from exertion will diminish by
10 degrees for every three consecutive turns of inactivity. A character’s
personal temperature cannot be decreased in this manner
to a number lower than it would be when he is not exerting
himself.

Example: The effective temperature is 90 degrees when a
character puts on his chain mail. His personal temperature immediately
increases by 20 degrees because of the armor, meaning
that he is affected as if the temperature was 110 - and, of
course, he is unprotected because of the armor. If he then sets
out on a hike and walks for two and a half hours (1 5 turns), his personal
temperature increases by another 25 degrees because of
exertion. The heat of the day, plus the heat of the armor, plus the
heat his body is giving off combine to make his personal temperature
a blistering 135 degrees. If he stops and rests without taking
off his armor, his temperature increase from exertion will be lost
at the rate of 5 degrees per three turns, so that after an hour and a
half he has lost 15 degrees. If he takes off his armor at the beginning
of the rest stop, he helps himself in two ways: In addition to
immediately losing the 20 degrees accounted for by the armor,
he can lose the entire 25-degree increase from exertion in the
same hour and a half - 10 degrees in the first three turns, 10 degrees
in the second three turns, and the final 5 degrees in the
third three turns.
 

Clothing That Functions as Armor

In our real world, cold-weather clothing can be made of thin,
lightweight synthetic fibers and manmade insulating material.
The resulting garment can provide remarkable protection from
cold and wind -- but it won’t keep out a slashing sword or give its
wearer any cushion if he is clouted with a club.
However, substances such as nylon, rayon, and vinyl don’t ex-
ist in the game universe. Cold-weather clothing available to characters
is bulky, cumbersome, and -- best of all -- thick. In fact,
very cold clothing is thick enough so that (at the DM’s
discretion) it may be considered to impart an AC of
8 to its wearer. Similarly, cold clothing is the equivalent of AC 9.

Obviously, this distinction is only important to characters who
are not wearing armor over the clothing -- and to magic-users
and illusionists, who are forbidden to wear actual armor of any
sort. But, technically, cold-weather clothing is not armor, even
though it does provide some protection from physical attacks.
To balance the benefit that magic-users and illusionists can
gain from being bundled up, the DM may wish to
rule that the wearing of thick, bulky clothing inhibits the character’s
ability to move freely. This could be translated into (for instance)
a base chance of 10% that any spell requiring a somatic
component will be miscast and thus ruined. If the character
wants to avoid this risk of spell failure, he can take off his coldweather
garb before beginning to cast the spell - but that may
be easier said than done when the temperature is 20 below zero.