Feature Specification: Environment & Weather
Posted: Thu Feb 23, 2006 8:27 am
Environment & Weather
This is the combination of a number of disparate features, which are all logically related. I've combined them here for organizational purposes. It includes extreme environment, weather (fog/rain/snow/clear), altitude, and wild/dead magic zones. Some or all of these are implemented in one form or another.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
Cold Dangers: Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill Description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters wearing winter clothing only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.
Cold weather outfits grant a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Heat Dangers: Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Players under the protection of Endure Elements do not suffer the effects of extreme environments, but they still take damage from fire and cold as normal. Players with the Endurance feat gain a +4 bonus to their fortitude saves made while in extreme environments.
Altitude: High altitude can be extremely fatiguing—or sometimes deadly—to creatures that aren’t used to it. Cold becomes extreme, and the lack of oxygen in the air can wear down even the most hardy of warriors. Characters can acclimate themselves to high altitudes by living at high altitude for a month. Characters who spend more than two months away from the mountains must reacclimate themselves when they return. In general, mountains present three possible altitude bands:
Low Pass (lower than 5,000 feet): Travelers may find the going difficult in these alpine meadows and forests, but the altitude itself has no game effect.
Low Peak or High Pass (5,000 to 15,000 feet): All nonacclimated creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when the character descends to an altitude with more air.
Acclimated characters do not have to attempt the Fortitude save.
High Peak (more than 15,000 feet): The highest mountains exceed 20,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they’re acclimated to high altitudes.
Altitude sickness represents long-term oxygen deprivation, and it affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores.
Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.
Players will be notified when they are exposed to environmental and weather effects, and when they take damage from it.
Weather:
Per the 3.5 SRD:
http://www.systemreferencedocuments.org ... ml#weather
I'm also including Ronan's post in the general scripting forum as that's the only public information on the subject that I'm aware of:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=24115
Wild Magic
Arcane spells and spell-like abilities are vulnerable to the effects of wild magic zones when cast within a wild magic zone. A failed caster level check on an arcane spell or spell-like ability in a wild magic zone will result in one of the following random effects:
01-10
The spell rebounds on the caster with the same effects. If it cannot affect the caster, it fails.
11-25
The spell affects a random target or area within range of the spell. Spells whose range is personal or touch simply fail.
26-40
Nothing happens but but casting components and spell slots/charges are used up.
41-50
Nothing happens but neither the spell slot/charge nor its casting components are consumed.
51-55
The spell functions as normal but a glitterdust effect appears on the caster for 1d4 rounds with a save DC of 10 + spell level of the spell that was cast.
56-85
The spell functions normally.
86-95
The spell functions normally but neither spell/charge nor casting components are consumed.
96-100
The spell is cast at an increased strength. Saves against the spell are at a -2 penalty and it's effects are Maximized as per the feat.
Wild magic zones can be detected with the use of a detect magic spell.
Dead Magic
Arcane spells and spell-like abilities do not function within a dead magic zone nor can they be used to target creatures in dead magic zones. Arcane spellcasters and creatures with spell-like abilities immediately know when they enter a dead magic zone. Shadow Weave casters are not affected by dead magic zones.
NWN Object Dependencies
Clothing Items (specifics?), Snow/Fog/Rain/Clear/Dead Magic/Wild Magic Waypoints, Extreme Cold/Severe Cold/Cold Waypoints, Extreme Hot/Severe Hot/Hot Waypoints
Local Variables and External Configs
iColdSaveBonus (item), iHeatSaveBonus (item), iEndureElements (player), iTemperature (area), sWeather (area), iHardy
Logging and Debugging (global LOG & DEBUG (on/off) constants)
None
Persistence Requirements
Nonlethal Damage, Character Hit Points, Current Area Temperature, Current Area Weather
Event Dependencies
OnHeartbeat
This is the combination of a number of disparate features, which are all logically related. I've combined them here for organizational purposes. It includes extreme environment, weather (fog/rain/snow/clear), altitude, and wild/dead magic zones. Some or all of these are implemented in one form or another.
For a short explanation of the feature specification format, visit:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=27229
Functional Requirements
Cold Dangers: Cold and exposure deal nonlethal damage to the victim. This nonlethal damage cannot be recovered until the character gets out of the cold and warms up again. Once a character is rendered unconscious through the accumulation of nonlethal damage, the cold and exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, + 1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill Description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters wearing winter clothing only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing metal armor or coming into contact with very cold metal are affected as if by a chill metal spell.
Cold weather outfits grant a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.
Heat Dangers: Heat deals nonlethal damage that cannot be recovered until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and may be able to apply this bonus to other characters as well. Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers the nonlethal damage she took from the heat.
Extreme heat (air temperature over 140° F, fire, boiling water, lava) deals lethal damage. Breathing air in these temperatures deals 1d6 points of damage per minute (no save). In addition, a character must make a Fortitude save every 5 minutes (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage. Those wearing heavy clothing or any sort of armor take a –4 penalty on their saves. In addition, those wearing metal armor or coming into contact with very hot metal are affected as if by a heat metal spell.
Boiling water deals 1d6 points of scalding damage, unless the character is fully immersed, in which case it deals 10d6 points of damage per round of exposure.
Players under the protection of Endure Elements do not suffer the effects of extreme environments, but they still take damage from fire and cold as normal. Players with the Endurance feat gain a +4 bonus to their fortitude saves made while in extreme environments.
Altitude: High altitude can be extremely fatiguing—or sometimes deadly—to creatures that aren’t used to it. Cold becomes extreme, and the lack of oxygen in the air can wear down even the most hardy of warriors. Characters can acclimate themselves to high altitudes by living at high altitude for a month. Characters who spend more than two months away from the mountains must reacclimate themselves when they return. In general, mountains present three possible altitude bands:
Low Pass (lower than 5,000 feet): Travelers may find the going difficult in these alpine meadows and forests, but the altitude itself has no game effect.
Low Peak or High Pass (5,000 to 15,000 feet): All nonacclimated creatures labor to breathe in the thin air at this altitude. Characters must succeed on a Fortitude save each hour (DC 15, +1 per previous check) or be fatigued. The fatigue ends when the character descends to an altitude with more air.
Acclimated characters do not have to attempt the Fortitude save.
High Peak (more than 15,000 feet): The highest mountains exceed 20,000 feet in height. At these elevations, creatures are subject to both high altitude fatigue (as described above) and altitude sickness, whether or not they’re acclimated to high altitudes.
Altitude sickness represents long-term oxygen deprivation, and it affects mental and physical ability scores. After each 6-hour period a character spends at an altitude of over 15,000 feet, he must succeed on a Fortitude save (DC 15, +1 per previous check) or take 1 point of damage to all ability scores.
Creatures acclimated to high altitude receive a +4 competence bonus on their saving throws to resist high altitude effects and altitude sickness, but eventually even seasoned mountaineers must abandon these dangerous elevations.
Players will be notified when they are exposed to environmental and weather effects, and when they take damage from it.
Weather:
Per the 3.5 SRD:
http://www.systemreferencedocuments.org ... ml#weather
I'm also including Ronan's post in the general scripting forum as that's the only public information on the subject that I'm aware of:
http://www.alandfaraway.org/phpbbforum/ ... hp?t=24115
Wild Magic
Arcane spells and spell-like abilities are vulnerable to the effects of wild magic zones when cast within a wild magic zone. A failed caster level check on an arcane spell or spell-like ability in a wild magic zone will result in one of the following random effects:
01-10
The spell rebounds on the caster with the same effects. If it cannot affect the caster, it fails.
11-25
The spell affects a random target or area within range of the spell. Spells whose range is personal or touch simply fail.
26-40
Nothing happens but but casting components and spell slots/charges are used up.
41-50
Nothing happens but neither the spell slot/charge nor its casting components are consumed.
51-55
The spell functions as normal but a glitterdust effect appears on the caster for 1d4 rounds with a save DC of 10 + spell level of the spell that was cast.
56-85
The spell functions normally.
86-95
The spell functions normally but neither spell/charge nor casting components are consumed.
96-100
The spell is cast at an increased strength. Saves against the spell are at a -2 penalty and it's effects are Maximized as per the feat.
Wild magic zones can be detected with the use of a detect magic spell.
Dead Magic
Arcane spells and spell-like abilities do not function within a dead magic zone nor can they be used to target creatures in dead magic zones. Arcane spellcasters and creatures with spell-like abilities immediately know when they enter a dead magic zone. Shadow Weave casters are not affected by dead magic zones.
NWN Object Dependencies
Clothing Items (specifics?), Snow/Fog/Rain/Clear/Dead Magic/Wild Magic Waypoints, Extreme Cold/Severe Cold/Cold Waypoints, Extreme Hot/Severe Hot/Hot Waypoints
Local Variables and External Configs
iColdSaveBonus (item), iHeatSaveBonus (item), iEndureElements (player), iTemperature (area), sWeather (area), iHardy
Logging and Debugging (global LOG & DEBUG (on/off) constants)
None
Persistence Requirements
Nonlethal Damage, Character Hit Points, Current Area Temperature, Current Area Weather
Event Dependencies
OnHeartbeat