<note: dungeons
are noted as "relatively cold places" - cf.
Giant Scorpion>
<note: cold
does send the body into 'shock', and it raises the metabolism, in theory>
<try to combine the following
table with the table on page 26, if possible>
- | - | Cold Water | - | - |
Effects of the Environment | - | - | - | WSG |
When the DM first asseses
the effect of the environment
on characters && creatures, he
first takes into acct. the
ET
&& the current wind velocity.
Other considerations may also apply in
special cases, and those effects
may either augment or supersede the effects
of temperature && wind velocity.
Table 4: TEMPERATURE EFFECTS <corrected: check!>
Personal Temperature | Str | Dex | Con | Land Move | Attack Rolls | Celsius |
-40 or lower | -2 / -1 | -5 / -4 | -2 / -1 | 1/2 | -4 | -40 |
-39 to -30 | -2 / -1 | -4 / -3 | -2 / -1 | 1/2 | -3 | -39 to -34 |
-29 to -20 | -1 / 0 | -3 / -2 | -1 / 0 | 2/3 | -2 | -33 to -29 |
-19 to -10 | -1 / 0 | -2 / -1 | -1 / 0 | 2/3 | -1 | -28 to -23 |
-9 to 0 | - | -2 / -1 | - | 3/4 | -1 | -22 to -17 |
1 to 10 | - | -1 / 0 | - | 3/4 | - | -16 to -13 |
11 to 20 | - | -1 / 0 | - | - | - | -12 to -7 |
<correct this> Pink = 'your face is flushed, because you are performing strenuous activity, or you have performed strenuous activity within the last 2 turns"
<[Notes on the Temperature
Effects Table : It seems that the rules are written for playability at
the table, or, rather, that was a consideration in their design.
(Is that the most counter-intuitive
thing you've read all day, or what?).
Specifically, the changes
to Land Move && Attack Rolls, and primarily the fact that Str,
Dex, Con, do not affect the ability scores per se, but checks made with
those ability scores.
Maybe some things on the
Temperature Damage table as well.
Would it be easier, and
more realistic, to code the above as the actual ability scores? <nope
for the latter>]>
How to USE the Temperature Effects Table
First, the DM must determine
the PT for the character in question.
<e>
Reading across on the appro. line will
give the effects of that temperature upon the physical abilities of the
character and some activities he might attempt.
STR:
This column shows the reduction in a character's STR score that applies
for as long as his personal temperature
remains within the indicated range. Numbers to the left of the /
indicate the reduction if the character
is performing non-strenuous activity; <define>
#s to the right of the / are used when
the character is performing strenuous activity, <define>
or if such activity has been performed
within two <(2)> turns.
Example:
A character is walking around in an environment where his personal temperature
is 105
degrees. If he attempts to accomplish something that
requires
a bend bars roll to succeed, the success of that attempt is
determined
as if he had a strength of one less than his actual
score.
(Any exceptional strength score is reduced to a score of 18
for purposes
of the determination.) If the character has been
performing
strenuous activity, <l> or has undertaken such activity within
two turns
of the tmie of the bend bars attempt, then success is
determined
as if the character had a strength of two less than his actual
score.
(Any exceptional strength score is reduced to 17 for purposes
of this
determination).
The columns for Dex
and Con are used in much the same way
as the Str column:
A character’s scores in these areas are lowered
by the indicated amount whenever an Ability
Check or some
other use of the ability score is required.
For purposes of these
determinations, percentile scores for
a cavalier or a paladin in
dexterity and constitution are disregarded
and only the part of the
score represented by a whole number is
used.
Land Move
gives a fraction that represents the amount of reduction
a character must take in his normal max.
movement
rate at a certain PT.
For example,
a character
with a normal maximum move of 12” can only move at 6” in an personal temperature
of -30 degrees or lower.
Round
all fractional results up to the nearest whole number;
half
of 9” is 5”,
and three-quarters
of 6” is 5“.
Attack
Rolls shows the penalty on “to hit” and damage rolls
that a character must take when using
either a missile weapon or
a melee weapon at a certain personal temperature.
This penalty
is cumulative with any penalties that
may apply because of a reduction
in strength. For instance, at a temperature
of 100 degrees
a character with 17 STR is treated as
if he had a
strength score of 16 or 15 (depending
on the kind of activity he is
engaged in). This automatically prohibits
him from enjoying the
“to hit” bonus that he would normally
have by virtue of his 17
strength. In addition, he takes a penalty
of -2 on “to hit” and
damage rolls, as prescribed by this column
of the table. A damage
result can never be reduced below 1 point
as the result of
these penalties.
All of the entries on this table assume
that a character is appropriately
attired and outfitted for the temperature;
for instance, the
DEX
penalties for cold temperatures take into account the
fact that a character has wisely clothed
himself and covered his
hands - reducing his mobility and flexibility,
but enabling him to
avoid the possibly fatal effects that
would occur if he was not
properly protected against the elements.
The effects of the environment
on a character who is not properly protected
are described
later in this section.
In addition to the effects of temperature on a character’s ability
to perform certain functions (see the Temperature Effects
Table,
above), extremely hot and cold temperatures can also cause
damage to a character - sometimes even if he has taken every
possible precaution to prevent such an occurrence. However, a
character who has properly outfitted himself and who allows the
conditions to govern his activity to some degree has a smaller
chance of suffering damage as a result of those conditions.
Table 9: TEMPERATURE DAMAGE
TO CHARACTERS
Personal Temperature | Unprotected: Con | Unprotected: Dmg | Protected: Con | Protected: Dmg |
-60 or lower | +14 | 8 | +9 | 4 |
-59 to -50 | +13 | 8 | +8 | 4 |
-49 to -40 | +12 | 7 | +7 | 3 |
-39 to -30 | +11 | 7 | +6 | 3 |
-29 to -25 | +10 | 6 | +5 | 3 |
-24 to -20 | +10 | 6 | +5 | 2 |
-19 to -15 | +9 | 5 | +4 | 2 |
-14 to -10 | +8 | 5 | +3 | 2 |
-9 to -5 | +7 | 4 | +2 | 1 |
-4 to 0 | +6 | 4 | +1 | 1 |
1 to 5 | +5 | 3 | 0 | 1 |
6 to 10 | +4 | 3 | - | - |
11 to 15 | +3 | 2 | - | - |
16 to 20 | +2 | 2 | - | - |
21 to 25 | +1 | 1 | - | - |
26 to 30 | 0 | 1 | - | - |
31 to 84 | -- | -- | - | - |
85 to 89 | 0 | 1 | - | - |
90 to 94 | 0 | 1 | 0 | 1 |
95 to 99 | +1 | 2 | 0 | 1 |
100 to 104 | +2 | 3 | 0 | 2 |
105 to 109 | +3 | 3 | 0 | 2 |
110 to 114 | +3 | 4 | 0 | 3 |
115 to 119 | +5 | 5 | 0 | 3 |
120 or higher | +6 | 6 | +1 | 4 |
Damage Adjustments
- | Cold | Hot |
Stationary/inactive | +1 to +3 | -1 to -3 |
Strenuous activity | +1 to +2 | +1 to +4 |
Fatigued and not resting | +1 to +6 | +1 to +6 |
Constitution Check Adjustments
Character level 4-6 | -1 |
Character level 7-9 | -2 |
Character level 10-12 | -3 |
Character level 13-15 | -4 |
Character level 16+ | -5 |
How to Use the Temperature Damage to Characters Table
The DM should locate the line referring to the current
effective temperature and determine the status (protected or
unprotected) of the character in question. For general definitions
of “protected” and “unprotected,” see the section on Dressing
for the Weather.
Con: This column shows
whether or not a CON Check is
required, and if so the amount of the die roll modifier for that
check. An entry of "--" means that no check is required; an entry
of “0” means that a check is required, but no die roll modifier is
used. The modifiers at the extreme ends of the table take into account
the reduction in a character’s CON score that is
called for by the Temperature Effects Table. A CON
Check should be made every three turns, and all such die rolls
are made by the DM in secret. For characters of 4th
level or higher, the adjustments given below the table should be
applied to the die roll before success or failure on the check is determined.
A failed check indicates that the character in question
has suffered damage because of the heat or cold.
Dmg: This column shows the max.
amount of damage
that a character can suffer as the result of a failed CONCheck.
The actual damage suffered is either a random number
between 1 and the given maximum, or 10% of the character’s
current hit points, whichever is less. (To determine damage in the
range from 1 to 7 points, simply roll 1 d8 and reroll if a result of
8 is
obtained.) The damage figures in the table assume that a character
is engaged in normal, nonstrenuous activity. If this is not the
case, the appropriate damage adjustment given below the table
should be used; generate a random number within the prescribed
range and apply it as an addition or subtraction to the
damage figure. (The negative adjustment for being stationary or
inactive in hot weather can negate any damage that would otherwise
have been taken.)
To be eligible for a damage adjustment, a character must have
been engaged in something other than normal activity for at least
one full turn out of the three turns that elapse between CON
Checks. If more than one of the categories applies to the activity
a character has undertaken during the three-turn period, the
Dungeon Master should use the category least favorable to the
character unless common sense dictates otherwise. Example of
an exception: A character is resting in 100-degree heat when
suddenly he is ambushed. He jumps to his feet and engages in
melee combat for one turn, successfully dispatching or beating
off his attacker. He rests again afterward, and is resting when it
comes time for a CON Check. Even though he has engaged
in strenuous activity for one turn out of the three, the
DM should consider the circumstances and the
character’s intent and apply the damage adjustment for being inactive
instead of the adjustment for strenuous activity - or perhaps
make no adjustment at all, considering the fact that the
character did indeed engage in strenuous activity but it wasn’t of
his choosing.
Damage from heat or cold is different from damage that a character
takes as the result of a wound or some other physical
trauma. A character can die from the effects of hot or cold temperature,
but if he survives then he can regain hit points lost from
heat or cold at the rate of one per hour. To be eligible for this
speedy recovery, the effective temperature for the character
must be within the tolerable range (where no Constitution Check
is required) and the character must be resting or performing only
minimal physical activity. (Building a campfire and cooking a
meal is minimal physical activity; moving at normal speed is not.)
When an unprotected character fails three consecutive
CON Checks
for cold damage, or when a protected
character fails six consecutive Constitution
Checks for
cold damage, he begins to suffer the effects
of hypothermia. Until
he helps himself or is aided by someone else,
he will lose 1 point
per turn thereafter from his physical ability
scores (strength, dexterity,
and constitution) and 1 point every two turns
from his wisdom
score, to a minimum of 3 in any category. If
two of his
physical ability scores drop to 3, the character
is incapacitated. In
1d3 turns thereafter, he falls unconscious, and
2d4 turns after
that he will die, regardless of hit points remaining.
An afflicted character can be aided by getting
him into a tolerable
environment (warm enough so that no Constitution
Check for
cold damage is required). As long as the effective
temperature for
the victim remains tolerable, he will regain
lost ability-score
points at the rate of 1 point per category per
hour. Until all of his
ability scores are restored to their original
levels, he will be susceptible
to a relapse if he moves back into the cold;
every time he
fails a Constitution Check after re-entering
the cold, he has a
50% chance of again suffering hypothermia.
Frostbite: Whenever
the effective temperature for a character
is 0 or lower and his hands, feet, or ears are
exposed or improperly
covered, any cold damage he suffers will affect
the vulnerable
extremities first, and the character may develop
frostbite.
Table
10: FROSTBITE DAMAGE TO CHARACTERS
Body Part Vulnerable | Damage Caused To | Frostbite Occurs At |
Feet | Feet all | 4 pts. |
Ears | Ears all | 6 pts. |
Hands | Hands all | 8 pts. |
Hands & Ears | Ears 1/2, Hands 1/2 | - |
Feet & Ears | Feet 2/3, Ears 1/3 | - |
Hands & Feet | Feet 1/2, Hands 1/2 | - |
All Three | Feet 1/3, Ears 1/3, Hands 1/3 | - |
When a character susceptible to frostbite suffers
cold damage,
the first points of that damage are applied to
any vulnerable extremities
for the purpose of determining whether frostbite
occurs.
If more than one body part is vulnerable and
the damage cannot
be distributed evenly among the parts, apply
the “leftover” damage
to the body part(s) named first, making the distribution
as
even as possible. Examples: If hands and ears
are vulnerable
and 3 points of damage is indicated, apply 2
points to ears and 1
point to hands. If feet, ears, and hands are
all vulnerable and 7
points of damage is indicated, apply 3 to feet
and 2 each to ears
and hands. If all three are vulnerable and 5
points of damage is
taken, apply 2 to feet, 2 to ears, and 1 to hands.
The right-hand column of the table shows the amount
of cold
damage that will cause a certain body part to
become frostbitten.
Damage continues to accrue after frostbite occurs,
until a body
part receives an additional four points of damage;
at that point,
severe frostbite occurs.
Frostbitten ears will cause discomfort and distraction;
the victim
takes a - 1 penalty on all initiative rolls,
and any opponent’s
chance to surprise him is increased by 1 in 6.
Severely frostbitten
ears are numb; the victim suffers no noticeable
discomfort, and
the penalties given above no longer apply - but
if the victim does
not treat or receive treatment for the frostbite
within two turns after
it becomes severe, his ear(s) will be permanently
damaged.
Frostbitten feet are a great hindrance to mobility
and maneuverability
for a character on foot; he moves at one-half
normal
SPEED and takes a two-step penalty to armor class
in any situation
that requires dodging ability or abrupt changes
of position
(such as defending himself in combat). Severely
frostbitten feet
are no longer painful, and because of this the
character can once
again move on foot at normal speed, but the penalty
to armor
class still applies.
A victim who is riding or being carried or is
otherwise elevated
so that his feet are not touching the ground
does not suffer either
of the above penalties, but is still in danger
of serious injury from
the frostbite. If the victim does not receive
treatment for severely
frostbitten feet within one turn after the onset
of that condition,
his feet will be permanently damaged.
A character with frostbitten hands has a -6 penalty
to hit with
any thrown or fired missile weapon, and is -4
to hit with a melee
weapon. If his hands become severely frostbitten,
the penalty to
hit with a melee weapon lessens to -2, but the
-6 penalty for
missile weapons still applies. Other penalties
and restrictions
may apply, depending upon the circumstances and
the DM’s judgment.
For instance, it should be very difficult (if
not
impossible) for the victim to make a successful
Proficiency Check
for rope use. If the
victim does not receive treatment for severely
frostbitten hands within two turns of the onset
of that condition,
his hands will be permanently damaged.