Temprature Damage And DR.
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Temprature Damage And DR.
With the doubling of Temperature damage, Will you also be doubling the DR of races that are supposed to be able to resist such temperatures, to reflect damage getting doubled due to maximized HP pools?
Such as Tieflings 5/cold/fire, and Aasimars 5/cold. if "cold weather" now requires 10/- resistance to negate on a successful save, they should be given it.
There are likely other races/wildshape/shapechange forms that would need to be updated too but those are the best examples.
And what about Dragonslayers 10/- against all elemental damages? will that be doubled too? to represent Players getting max HP pools making damage double? Very awkward to be trained against dragon breath but fumbled by a bit of cold/hot conditions. 20/- Elemental DR won't fully resist a dragon breath, but the last thing i want is my Dragonslayer going "hold on its too cold" before even getting to Frostbreath.
Such as Tieflings 5/cold/fire, and Aasimars 5/cold. if "cold weather" now requires 10/- resistance to negate on a successful save, they should be given it.
There are likely other races/wildshape/shapechange forms that would need to be updated too but those are the best examples.
And what about Dragonslayers 10/- against all elemental damages? will that be doubled too? to represent Players getting max HP pools making damage double? Very awkward to be trained against dragon breath but fumbled by a bit of cold/hot conditions. 20/- Elemental DR won't fully resist a dragon breath, but the last thing i want is my Dragonslayer going "hold on its too cold" before even getting to Frostbreath.
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Re: Temprature Damage And DR.
it's 1d6. It's barely noticeable. 5/ has to roll 6s to even take 1 point of damage. The most "damaging" thing is not even the damage, but the exhaustion. Also, endure elements is a lvl 1 spell. And it's said that eventually there'll be cloaks to help negate cold damage. I see absolutely no reason to "double" the DR of races, makes no sense
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Re: Temprature Damage And DR.
It WAS 1d6.
Endure elements being a level 1 spell and "buy a cloak to help resist it" is entirely besides the point of races and classes who are supposed to be resistant to temperatures no longer having the ability to properly resist them naturally. It is like saying "just play a mage... forget RP"
1d6 makes sense with current racial and class DR, if it remained that way it wouldn't be something I'd bring up. But the changes stated implement suggest its improving to 2d6 for the least amount of temperature damage, and would have up to 20 damage for extreme areas.— Today at 10:07 AM
Revision: 1880
Author: Rhifox
Message: * Next in line for environmental effects: lava and fire. Entering a pool of lava causes 30d6 fire damage per round and half that for 1d3 rounds after you leave. You are also slowed by 50% as long as you are in the lava. In addition, it also sets you on fire. Being on fire deals 2d6 damage for each round you fail at a DC 15 reflex saving throw.
* Being in an underwater or water-flooded area now applies a max level wetness effect to the PC.
* Cold and heat temperature damage has been doubled, reflecting that PCs get maximized HP pools.
Endure elements being a level 1 spell and "buy a cloak to help resist it" is entirely besides the point of races and classes who are supposed to be resistant to temperatures no longer having the ability to properly resist them naturally. It is like saying "just play a mage... forget RP"
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Re: Temprature Damage And DR.
Racial DR isn't the only thing affected by the update the OP mentions. Certain items (e.g. Rings of Might, whose fluff specifically says they were made to help Uthgardt tribesmen survive in the cold north) are also rendered virtually useless for the purposes of preventing hypothermic/hyperthermic fatigue, so your only viable options for adventuring in extreme-temperature zones are Endure Elements and Energy Immunity. (Unless you're a high-level frost mage with full passive immunity to cold, or a high-level dragon warrior/dragon disciple with enough DR/immunities to their chosen element.)renshouj wrote: ↑Sun Oct 30, 2022 7:37 pm it's 1d6. It's barely noticeable. 5/ has to roll 6s to even take 1 point of damage. The most "damaging" thing is not even the damage, but the exhaustion. Also, endure elements is a lvl 1 spell. And it's said that eventually there'll be cloaks to help negate cold damage. I see absolutely no reason to "double" the DR of races, makes no sense
@OP: For what it's worth, I already raised the same concern internally once the update was committed. It's a tricky situation - I can understand the problem Rhi wants to solve there, but it remains to be seen whether the proposed solution is worth the trouble. On the bright side, I'm hopeful that there might be ways to have our cake and eat it too, so this might not be the last we hear on this topic.
In the meantime, potions of Endure Elements are fairly inexpensive, and last 24 hours unless dispelled. Endure Elements and Energy Immunity (especially the former) are also very common spells, existing in most people's spellbooks, so simply bringing a caster along for your adventures should suffice to provide cheaper, more dispel-resistant protection.
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Re: Temprature Damage And DR.
why not two ticks of 1d6.
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Re: Temprature Damage And DR.
Yeah, that's an option - effectively doubling the effectiveness of (non-ablative) elemental DR by dealing the same damage twice. This was actually in Rhi's original implementation for extreme temperatures, where the d4 and d6 were inflicted separately, but this had the unfortunate side effect of making racial DR sufficient to almost completely defeat even the most extreme environments (and unintuitively meant that hypothermic fatigue could only occur in non-extreme cold if you had racial DR

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Re: Temprature Damage And DR.
is it possible to do like, 1d6 on the milder areas. 1d8 on the moderate areas, 2d6 on the extreme areas? Because yeah, the extreme areas are extreme even to people with racial benefits. They're the areas where theres lava all around or atop the cloudpeaks.DaloLorn wrote: ↑Mon Oct 31, 2022 10:05 am Yeah, that's an option - effectively doubling the effectiveness of (non-ablative) elemental DR by dealing the same damage twice. This was actually in Rhi's original implementation for extreme temperatures, where the d4 and d6 were inflicted separately, but this had the unfortunate side effect of making racial DR sufficient to almost completely defeat even the most extreme environments (and unintuitively meant that hypothermic fatigue could only occur in non-extreme cold if you had racial DR).
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Re: Temprature Damage And DR.
Right now, the extremeness manifests primarily as an increase in check frequency, and a change from "you can completely prevent damage" to "you can only mitigate damage and avoid fatigue". Heatstroke is d4 in uncomfortable and severe heat, and frostbite is d6 in uncomfortable and severe cold, but the checks occur far more frequently in severe cold.renshouj wrote: ↑Mon Oct 31, 2022 10:56 amis it possible to do like, 1d6 on the milder areas. 1d8 on the moderate areas, 2d6 on the extreme areas? Because yeah, the extreme areas are extreme even to people with racial benefits. They're the areas where theres lava all around or atop the cloudpeaks.DaloLorn wrote: ↑Mon Oct 31, 2022 10:05 am Yeah, that's an option - effectively doubling the effectiveness of (non-ablative) elemental DR by dealing the same damage twice. This was actually in Rhi's original implementation for extreme temperatures, where the d4 and d6 were inflicted separately, but this had the unfortunate side effect of making racial DR sufficient to almost completely defeat even the most extreme environments (and unintuitively meant that hypothermic fatigue could only occur in non-extreme cold if you had racial DR).
IMO, races with cold/fire DR (and some/all feats or items conferring equivalent or superior amounts of permanent DR) should treat extreme temperatures as being one tier lower than they really are for the purposes of temperature checks. (Two tiers, I guess, for a low-level frost mage and their 10 DR.) By the same token, being wet should also increase your susceptibility to frostbite and temporarily reduce your vulnerability to heatstroke! However, this is a little tricky to properly implement, and it's debatable whether it would be approved for development in the first place.
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Re: Temprature Damage And DR.
Another reason why vamp regen weapons are a must have. Next step, nerf vamp regen 

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