Err, is this supposed to be something magical? I'm wondering how clothing can offer more heat resistance than wearing nothing at all. Or are normal clothes given an assumed value here?
Rusty wrote:Are you sure a materials.2da reference will work for armour? We would still need a metal mundane and non-metal mundane entry for e.g. mundane leather vs mundane chain.
Yeah, it will work for anything. Pick what your item is made out of, from that we can determine metal or not. Or leave the property off, and it gets assumed as a default value (based on base item type).
Ronan - loose light breathable clothing provides protection from the sun while allowing natural cooling via sweat. I'd imagine in a magical world, you'd also have natural fibers that were better at that than cotton. I certainly wouldn't use it for anything other than HTF effects, but it shouldn't require a magic item to cross the Desert.
Actually, withstanding heat relays the same way of withstanding cold: Layers.
If you wear nothing in the desert, your skin will start to evaporate sweat to keep you cool and you will dehydrate and die very quickly. To protect the skin from the heat, you will need to wear clothing that covers you completely.
And, to keep the air next to your skin as cool as possible, you need several layers of losely knitted fabric. For example, a thin layer of losely knitted wool closest to the body, covered by a heavier, more densly woven outer layer will both protect from direct heat from the sun as well as keep a layer of relatively cool air close to your skin. Adding more layers over certain areas where you sweat a lot, for example the grotch, chest etc, will help keep the air layer at a reasonable temperature.
Beduins have been doing this for years without magic.