Secret Lesson 94
Environmental Effects
Lesson 93 explored:
CURSES
and:
MAGICAL CONTAGIONS
Now the Gameplay Toolbox turns something much more ordinary into a genuine threat:
THE ENVIRONMENT
A monster doesn't need to attack you for an adventure to become dangerous.
Sometimes the enemy is:
THE OCEAN
THE COLD
THE HEAT
A BLIZZARD
THE THIN AIR OF A MOUNTAIN
A FROZEN LAKE
or:
A VIOLENT WIND
The SRD 5.2.1 provides nine specific Environmental Effects that a Game Master can use:
DEEP WATER
EXTREME COLD
EXTREME HEAT
FRIGID WATER
HEAVY PRECIPITATION
HIGH ALTITUDE
SLIPPERY ICE
STRONG WIND
and:
THIN ICE
These rules connect directly to concepts you already know, especially:
SAVING THROWS
EXHAUSTION
DIFFICULT TERRAIN
PRONE
PERCEPTION
FLYING
and:
TRAVEL
PART ONE: THE CORE IDEA
Environmental Effects give the GM:
READY MADE RULES FOR HOSTILE ENVIRONMENTS
Instead of improvising a random penalty every time the characters enter a dangerous place, the GM can use the procedure already established by the SRD.
For example:
A character swims hundreds of feet below the surface.
Use:
DEEP WATER
A party crosses an arctic wasteland.
Use:
EXTREME COLD
A hero falls through a frozen lake.
Use:
FRIGID WATER
A flying character attempts to remain airborne during a violent gale.
Use:
STRONG WIND
The important principle is:
IDENTIFY THE ENVIRONMENTAL EFFECT
then:
APPLY ITS SPECIFIC RULE
Do not assume that every harsh environment deals damage.
Many of these effects instead produce:
EXHAUSTION
DISADVANTAGE
DIFFICULT TERRAIN
PRONE
or:
CHANGES TO TRAVEL
PART TWO: ENVIRONMENTAL EFFECTS AT A GLANCE
The nine effects can be grouped by the kind of danger they create.
EXHAUSTION THREATS
DEEP WATER
EXTREME COLD
EXTREME HEAT
FRIGID WATER
VISIBILITY AND COMBAT THREATS
HEAVY PRECIPITATION
STRONG WIND
TRAVEL THREAT
HIGH ALTITUDE
TERRAIN THREATS
SLIPPERY ICE
THIN ICE
Several can occur:
IN THE SAME ENVIRONMENT
A frozen mountain expedition might involve:
EXTREME COLD
HIGH ALTITUDE
STRONG WIND
SLIPPERY ICE
and:
THIN ICE
The SRD does not state that choosing one environmental effect automatically prevents another from applying.
When several descriptions genuinely fit the situation, the GM can adjudicate them using their specific rules.
PART THREE: DEEP WATER
Deep Water means water that is:
MORE THAN 100 FEET DEEP
The danger comes from:
PRESSURE
and:
COLD TEMPERATURE
The rule applies while:
SWIMMING THROUGH DEEP WATER
THE CHECK
After:
EACH HOUR OF SWIMMING IN DEEP WATER
a creature that lacks:
A SWIM SPEED
must make:
DC 10 CONSTITUTION SAVING THROW
Success
No Exhaustion from that check.
Failure
Gain:
1 EXHAUSTION LEVEL
IMPORTANT EXCEPTION
If the creature has:
A SWIM SPEED
the Deep Water rule does not require this saving throw.
That is a significant advantage for creatures naturally or magically adapted to aquatic movement.
EXAMPLE
A Human adventurer has:
Speed:
30 FEET
Swim Speed:
NONE
The character spends:
3 HOURS
swimming through water more than 100 feet deep.
At the end of Hour 1:
DC 10 CONSTITUTION SAVE
At the end of Hour 2:
DC 10 CONSTITUTION SAVE
At the end of Hour 3:
DC 10 CONSTITUTION SAVE
Suppose the results are:
Hour 1:
SUCCESS
Hour 2:
FAILURE
Hour 3:
FAILURE
The character gains:
2 EXHAUSTION LEVELS
WHY THIS IS DANGEROUS
From the Exhaustion rules you already learned, every Exhaustion level imposes:
MINUS 2 TO D20 TESTS
and:
MINUS 5 FEET TO SPEED
At:
EXHAUSTION 6
the creature:
DIES
So Deep Water is not merely:
SLOW SWIMMING
Remaining submerged for long periods can become:
LETHAL
DEEP WATER DOES NOT DIRECTLY DEAL DAMAGE
The Environmental Effect says:
FAILED SAVE EQUALS EXHAUSTION
It does not say:
TAKE COLD DAMAGE
or:
TAKE BLUDGEONING DAMAGE FROM PRESSURE
Do not invent extra damage merely because the description mentions:
PRESSURE
and:
COLD
Those words explain the environmental danger.
The mechanical effect is:
THE CONSTITUTION SAVE AND EXHAUSTION
PART FOUR: DEEP WATER AND SWIMMING
Remember the normal Swimming rule.
A creature without a Swim Speed normally spends:
1 EXTRA FOOT OF MOVEMENT
for every foot it swims.
That is a separate movement rule.
Deep Water adds:
THE HOURLY CONSTITUTION SAVE
So an adventurer without a Swim Speed can experience both:
SLOWER SWIMMING
and:
DEEP WATER EXHAUSTION RISK
A creature with a Swim Speed avoids the normal extra Swimming movement cost and also avoids the saving throw from:
THIS DEEP WATER RULE
PART FIVE: DEEP WATER AND FRIGID WATER ARE DIFFERENT
This distinction is important.
DEEP WATER
asks:
HOW DEEP IS THE WATER?
Threshold:
MORE THAN 100 FEET
Timing:
EACH HOUR
Relevant adaptation:
SWIM SPEED
FRIGID WATER
asks:
HOW COLD IS THE WATER?
Timing:
MINUTES
Relevant adaptations include:
COLD RESISTANCE
COLD IMMUNITY
and:
NATURAL ADAPTATION TO ICE COLD WATER
So:
DEEP WATER
and:
FRIGID WATER
are not two names for the same rule.
PART SIX: EXTREME COLD
Extreme Cold begins when the temperature is:
0 DEGREES FAHRENHEIT OR LOWER
A creature exposed to this cold makes:
DC 10 CONSTITUTION SAVING THROW
at:
THE END OF EACH HOUR
Success
No Exhaustion from that check.
Failure
Gain:
1 EXHAUSTION LEVEL
EXAMPLE
A party spends:
5 HOURS
crossing a frozen plain at a temperature below the threshold.
Each exposed creature normally makes:
5 DC 10 CONSTITUTION SAVING THROWS
one at the end of each hour.
A creature failing three of them gains:
EXHAUSTION 3
That means:
MINUS 6 TO D20 TESTS
and:
MINUS 15 FEET TO SPEED
for as long as those Exhaustion levels remain.
PART SEVEN: COLD RESISTANCE AND IMMUNITY
A creature with:
RESISTANCE TO COLD DAMAGE
or:
IMMUNITY TO COLD DAMAGE
automatically:
SUCCEEDS ON THE EXTREME COLD SAVE
No roll is required.
IMPORTANT
Resistance doesn't merely give:
ADVANTAGE
It produces:
AUTOMATIC SUCCESS
for this particular Environmental Effect.
Likewise, Immunity produces:
AUTOMATIC SUCCESS
EXAMPLE
Creature A:
No Cold Resistance.
Result:
DC 10 SAVE EACH HOUR
Creature B:
Cold Resistance.
Result:
AUTOMATIC SUCCESS EACH HOUR
Creature C:
Cold Immunity.
Result:
AUTOMATIC SUCCESS EACH HOUR
PART EIGHT: DO NOT IMPORT AN UNLISTED COLD EXCEPTION
The SRD 5.2.1 Environmental Effect explicitly names:
COLD RESISTANCE
and:
COLD IMMUNITY
as automatic success conditions.
This subsection does not state that ordinary cold weather clothing automatically produces the same result.
If another rule specifically modifies the situation:
APPLY THAT RULE
But do not silently import an exception from:
AN OLDER RULESET
or:
ANOTHER SOURCE
PART NINE: EXTREME HEAT
Extreme Heat begins when the temperature is:
100 DEGREES FAHRENHEIT OR HIGHER
But there is another important requirement.
The creature must be:
EXPOSED TO THE EXTREME HEAT
and:
WITHOUT ACCESS TO DRINKABLE WATER
Only then does this Environmental Effect require its Constitution saves.
THE SAVE
At the end of:
EACH HOUR
make:
CONSTITUTION SAVING THROW
The DC starts much lower than Extreme Cold but:
INCREASES OVER TIME
FIRST HOUR
DC 5
SECOND HOUR
DC 6
THIRD HOUR
DC 7
FOURTH HOUR
DC 8
FIFTH HOUR
DC 9
and so on.
The formula is:
DC 5 FOR THE FIRST HOUR
then:
PLUS 1 FOR EACH ADDITIONAL HOUR
FAILURE
Gain:
1 EXHAUSTION LEVEL
PART TEN: DRINKABLE WATER MATTERS
The Extreme Heat rule applies to a creature:
WITHOUT ACCESS TO DRINKABLE WATER
That phrase is mechanically important.
If the creature has access to:
DRINKABLE WATER
this particular Environmental Effect does not instruct the creature to make the hourly heat save.
Do not ignore:
WATER
when applying this rule.
This makes preparation meaningful.
A desert expedition isn't only about:
TEMPERATURE
It can also become a problem of:
WATER SUPPLY
PART ELEVEN: ARMOR IN EXTREME HEAT
A creature wearing:
MEDIUM ARMOR
or:
HEAVY ARMOR
has:
DISADVANTAGE
on the Extreme Heat Constitution Saving Throw.
EXAMPLE
A Paladin in Heavy Armor reaches the end of the third hour without access to drinkable water.
Save DC:
7
Normally:
ROLL 1D20
But Heavy Armor causes:
DISADVANTAGE
So:
ROLL TWO D20s
and use:
THE LOWER RESULT
then apply the Constitution Saving Throw modifiers.
LIGHT ARMOR
The rule does not impose this special Disadvantage on:
LIGHT ARMOR
NO ARMOR
Likewise, a creature wearing no armor doesn't receive this armor based Disadvantage.
PART TWELVE: FIRE RESISTANCE AND IMMUNITY
A creature with:
RESISTANCE TO FIRE DAMAGE
or:
IMMUNITY TO FIRE DAMAGE
automatically succeeds on:
THE EXTREME HEAT SAVING THROW
Again:
AUTOMATIC SUCCESS
not merely Advantage.
EXAMPLE
A creature wearing Heavy Armor has:
FIRE RESISTANCE
Heavy Armor would normally impose:
DISADVANTAGE
But Fire Resistance means the creature:
AUTOMATICALLY SUCCEEDS
There is no need to roll.
PART THIRTEEN: EXTREME COLD VS EXTREME HEAT
The mechanics are intentionally different.
EXTREME COLD
Threshold:
0 DEGREES FAHRENHEIT OR LOWER
Save:
DC 10 CONSTITUTION
Timing:
EACH HOUR
Failure:
1 EXHAUSTION
Automatic success:
COLD RESISTANCE OR IMMUNITY
EXTREME HEAT
Threshold:
100 DEGREES FAHRENHEIT OR HIGHER
Requires:
NO ACCESS TO DRINKABLE WATER
Save:
CONSTITUTION
First hour:
DC 5
Then:
PLUS 1 DC PER ADDITIONAL HOUR
Medium or Heavy Armor:
DISADVANTAGE
Automatic success:
FIRE RESISTANCE OR IMMUNITY
The two effects should not be run as:
THE SAME RULE WITH DIFFERENT FLAVOR
PART FOURTEEN: FRIGID WATER
Frigid Water uses:
MINUTES
rather than hours.
A creature can remain immersed without ill effects for a number of minutes equal to:
ITS CONSTITUTION SCORE
Notice:
CONSTITUTION SCORE
not:
CONSTITUTION MODIFIER
This distinction is extremely important.
EXAMPLE
Constitution:
16
Constitution modifier:
PLUS 3
Safe immersion time:
16 MINUTES
Not:
3 MINUTES
PART FIFTEEN: AFTER THE SAFE PERIOD
Once the creature has remained immersed for its Constitution score in minutes, every:
ADDITIONAL MINUTE
requires:
DC 10 CONSTITUTION SAVING THROW
Failure:
GAIN 1 EXHAUSTION LEVEL
EXAMPLE
Constitution:
14
First:
14 MINUTES
No ill effects from this rule.
Minute 15:
DC 10 CONSTITUTION SAVE
Minute 16:
DC 10
Minute 17:
DC 10
and so on.
Suppose the character fails Minute 15 and Minute 17.
Result:
EXHAUSTION 2
That is a rapid escalation.
Frigid Water is therefore much more immediately dangerous than:
EXTREME COLD AIR
because its checks can begin occurring:
EVERY MINUTE
PART SIXTEEN: WHO AUTOMATICALLY SUCCEEDS IN FRIGID WATER?
Three groups automatically succeed on the Frigid Water save:
CREATURES WITH COLD RESISTANCE
CREATURES WITH COLD IMMUNITY
and:
CREATURES NATURALLY ADAPTED TO LIVING IN ICE COLD WATER
The third category is unique to:
FRIGID WATER
Extreme Cold does not use that exact additional wording in its own entry.
PART SEVENTEEN: A SWIM SPEED DOES NOT AUTOMATICALLY PROTECT AGAINST FRIGID WATER
This is a very important distinction.
Deep Water says a creature with:
A SWIM SPEED
doesn't make its Deep Water save.
Frigid Water does not list Swim Speed as an automatic success condition.
It lists:
COLD RESISTANCE
COLD IMMUNITY
or:
NATURAL ADAPTATION TO ICE COLD WATER
So a creature might be an excellent swimmer while still being vulnerable to:
EXTREME COLD WATER
Do not merge:
SWIMMING ABILITY
with:
COLD ADAPTATION
unless a specific rule connects them.
PART EIGHTEEN: HEAVY PRECIPITATION
Heavy Precipitation includes:
HEAVY RAIN
and:
HEAVY SNOWFALL
Everything inside the affected area becomes:
LIGHTLY OBSCURED
Creatures in the area also have:
DISADVANTAGE ON ALL WISDOM PERCEPTION CHECKS
WHAT LIGHTLY OBSCURED MEANS
From the Rules Glossary:
A creature has Disadvantage on Wisdom Perception checks made to:
SEE SOMETHING
in a Lightly Obscured area.
Heavy Precipitation goes further by explicitly saying creatures in the area have Disadvantage on:
ALL WISDOM PERCEPTION CHECKS
So the weather can interfere with perception beyond purely:
VISUAL DETAILS
according to the Environmental Effect's own wording.
ADVANTAGE AND DISADVANTAGE DO NOT STACK
If Lightly Obscured and Heavy Precipitation both produce Disadvantage on the same relevant check:
YOU STILL ROLL ONLY TWO D20s
Multiple sources of Disadvantage:
DO NOT STACK
PART NINETEEN: HEAVY RAIN AND OPEN FLAMES
Heavy rain also:
EXTINGUISHES OPEN FLAMES
Examples of open flames can include things such as:
TORCHES
CAMPFIRES
or another exposed flame when appropriate.
The exact object or effect can have its own specific rule.
IMPORTANT
The rule specifically states:
HEAVY RAIN
extinguishes open flames.
It does not say in this entry that:
HEAVY SNOWFALL
automatically does the same.
Read the wording precisely.
PART TWENTY: HEAVY PRECIPITATION IN COMBAT
Imagine a battle during:
TORRENTIAL RAIN
The environmental consequences include:
LIGHTLY OBSCURED AREA
DISADVANTAGE ON WISDOM PERCEPTION CHECKS
and:
OPEN FLAMES EXTINGUISHED
But the entry does not say:
ALL ATTACK ROLLS HAVE DISADVANTAGE
It also doesn't say:
MOVEMENT IS DIFFICULT TERRAIN
unless another environmental or terrain rule makes it so.
This distinction prevents the GM from turning:
ONE WEATHER RULE
into:
FIVE UNWRITTEN PENALTIES
PART TWENTY ONE: HIGH ALTITUDE
High Altitude begins at:
10,000 FEET OR HIGHER ABOVE SEA LEVEL
The danger is the reduced amount of:
OXYGEN
But unlike Extreme Cold or Extreme Heat, High Altitude does not directly call for:
AN HOURLY CONSTITUTION SAVE
Instead it changes:
HOW TRAVEL TIME IS COUNTED
THE RULE
Each hour a creature spends:
TRAVELING AT HIGH ALTITUDE
counts as:
2 HOURS
for determining:
HOW LONG THAT CREATURE CAN TRAVEL
This connects directly to:
LESSON 91
and the Travel Pace rules.
PART TWENTY TWO: HIGH ALTITUDE AND THE EIGHT HOUR TRAVEL LIMIT
Normally characters can travel for:
8 HOURS
before Extended Travel begins creating Constitution Saving Throws.
At High Altitude, each actual hour of travel counts as:
2 HOURS
for that purpose.
So:
4 ACTUAL HOURS
count as:
8 HOURS OF TRAVEL
for determining how long the character has traveled.
The practical consequence is:
EXTENDED TRAVEL BECOMES RELEVANT MUCH SOONER
The High Altitude entry itself doesn't deal damage or directly grant Exhaustion.
Instead, it accelerates the travel clock that can eventually lead to:
EXTENDED TRAVEL SAVES
and therefore potentially:
EXHAUSTION
PART TWENTY THREE: HIGH ALTITUDE DOES NOT DOUBLE YOUR DISTANCE
This is a common conceptual mistake.
If one hour at High Altitude counts as:
TWO HOURS
that does not mean you travel:
TWICE AS FAR
The rule is modeling:
PHYSICAL STRAIN
not speed.
One actual hour still represents:
ONE ACTUAL HOUR OF MOVEMENT
It merely consumes:
TWO HOURS OF YOUR TRAVEL ENDURANCE
for the Travel Pace system.
PART TWENTY FOUR: ACCLIMATION
A creature can become:
ACCLIMATED
to High Altitude by spending:
30 DAYS OR MORE
at that elevation.
This establishes a meaningful long term distinction between:
NEW ARRIVALS
and:
CREATURES ACCUSTOMED TO HIGH ALTITUDE
The subsection does not provide:
AN ACCLIMATION CHECK
You don't roll every day.
The stated requirement is:
SPEND 30 DAYS OR MORE AT THE ELEVATION
ABOVE 20,000 FEET
Creatures cannot become acclimated to elevations above:
20,000 FEET
unless they are:
NATIVE TO SUCH ENVIRONMENTS
That creates an upper limit for ordinary acclimation.
IMPORTANT
Do not invent an additional:
CONSTITUTION SAVE
EXHAUSTION RATE
or:
DAMAGE ROLL
for High Altitude beyond what the SRD establishes.
The rule's explicit mechanic is:
TRAVEL HOURS COUNT DOUBLE
with the acclimation rules stated in the same entry.
PART TWENTY FIVE: SLIPPERY ICE
Slippery Ice creates two separate problems.
First:
IT IS DIFFICULT TERRAIN
Second:
IT CAN KNOCK YOU PRONE
DIFFICULT TERRAIN
Every foot moved through Difficult Terrain costs:
1 EXTRA FOOT OF MOVEMENT
So:
1 FOOT TRAVELED COSTS 2 FEET OF MOVEMENT
EXAMPLE
Speed:
30 FEET
If all movement occurs across Slippery Ice:
30 divided by 2 equals:
15 FEET OF ACTUAL TRAVEL
PART TWENTY SIX: THE SLIPPERY ICE SAVE
A creature must make:
DC 10 DEXTERITY SAVING THROW
when either of two things happens.
TRIGGER 1
It moves onto Slippery Ice for:
THE FIRST TIME ON A TURN
TRIGGER 2
It:
STARTS ITS TURN THERE
Failure:
PRONE
EXAMPLE
A Fighter begins a turn on normal stone.
The Fighter steps onto Slippery Ice.
Trigger:
DC 10 DEXTERITY SAVE
Failure:
PRONE
The Fighter is now lying on:
DIFFICULT TERRAIN
That can make recovering and repositioning much more costly.
PART TWENTY SEVEN: STARTING A TURN ON THE ICE
Suppose the Fighter survives the turn and is still standing on Slippery Ice when the next turn begins.
Immediately:
DC 10 DEXTERITY SAVE
because the Fighter:
STARTED THE TURN THERE
The hazard therefore remains relevant:
EVERY TURN YOU REMAIN ON IT
not merely when you first discover the ice.
PART TWENTY EIGHT: PRONE ON SLIPPERY ICE
Prone means:
YOUR ATTACK ROLLS HAVE DISADVANTAGE
Attacks against you have:
ADVANTAGE
if the attacker is within:
5 FEET
and:
DISADVANTAGE
if farther away.
To stand:
SPEND MOVEMENT EQUAL TO HALF YOUR SPEED
rounded down.
So Slippery Ice can create an unpleasant movement combination:
DIFFICULT TERRAIN
plus:
MOVEMENT SPENT TO STAND
PART TWENTY NINE: STRONG WIND
Strong Wind affects:
WEAPON ATTACKS
OPEN FLAMES
FOG
and:
FLYING CREATURES
It can also create:
SANDSTORMS
in deserts.
PART THIRTY: RANGED WEAPON ATTACKS
Strong Wind imposes:
DISADVANTAGE
on:
RANGED ATTACK ROLLS WITH WEAPONS
The wording is specific.
EXAMPLES
Longbow attack:
DISADVANTAGE
Shortbow attack:
DISADVANTAGE
Crossbow attack:
DISADVANTAGE
Thrown weapon used for a ranged weapon attack:
Apply the rule when it is a:
RANGED ATTACK ROLL WITH A WEAPON
IMPORTANT: SPELL ATTACKS
Strong Wind does not say:
ALL RANGED ATTACK ROLLS
It specifically says ranged attack rolls:
WITH WEAPONS
Therefore this Environmental Effect does not by itself impose Disadvantage on:
A RANGED SPELL ATTACK
unless another rule also applies.
This is exactly why precise terminology matters.
PART THIRTY ONE: OPEN FLAMES AND FOG
Strong Wind:
EXTINGUISHES OPEN FLAMES
and:
DISPERSES FOG
That can drastically change an encounter.
A party relying on:
TORCHLIGHT
might suddenly lose its light source.
Fog that previously provided concealment might:
DISAPPEAR
PART THIRTY TWO: FLYING IN STRONG WIND
A flying creature in Strong Wind must:
LAND AT THE END OF ITS TURN
or:
FALL
This is one of the most important environmental combat rules in the section.
EXAMPLE
A creature begins its turn:
40 FEET IN THE AIR
Strong Wind is active.
During its turn it can move toward:
SAFE GROUND
But at the end of the turn, if it has not:
LANDED
it:
FALLS
The normal Falling rules then become relevant.
FALL DAMAGE
Normally:
1D6 BLUDGEONING DAMAGE PER 10 FEET FALLEN
maximum:
20D6
and a creature taking fall damage normally lands:
PRONE
So Strong Wind can transform aerial combat into:
A SERIOUS POSITIONING PROBLEM
PART THIRTY THREE: HOVER DOES NOT OVERRIDE STRONG WIND BY ITSELF
The Flying glossary rule says Hover prevents falling in certain circumstances such as when a creature becomes:
INCAPACITATED
PRONE
or:
HAS FLY SPEED 0
But Strong Wind has its own specific rule:
LAND AT END OF TURN OR FALL
The Strong Wind entry does not provide an exception for:
HOVER
Therefore do not automatically invent one.
A feature would need to:
SPECIFICALLY OVERRIDE THE ENVIRONMENTAL EFFECT
for a different result.
PART THIRTY FOUR: DESERT SANDSTORMS
A Strong Wind in a desert can create:
A SANDSTORM
The sandstorm imposes:
DISADVANTAGE
on:
WISDOM PERCEPTION CHECKS
IMPORTANT
The rule says Strong Wind in a desert:
CAN CREATE
a sandstorm.
It does not say:
EVERY STRONG WIND IN A DESERT MUST ALWAYS CREATE ONE
The GM uses the environmental circumstances appropriately.
PART THIRTY FIVE: STRONG WIND DOES NOT AUTOMATICALLY CREATE DIFFICULT TERRAIN
The Strong Wind rule does not say:
MOVEMENT COSTS DOUBLE
It does not say:
SPEED IS HALVED
It does not say:
MELEE ATTACKS HAVE DISADVANTAGE
It gives:
SPECIFIC EFFECTS
Apply those effects.
Do not add unrelated penalties unless:
ANOTHER RULE
supports them.
PART THIRTY SIX: THIN ICE
Thin Ice is a weight based environmental hazard.
Each:
10 FOOT SQUARE AREA
has a weight tolerance equal to:
3D10 TIMES 10 POUNDS
EXAMPLE
GM rolls:
3D10
Results:
4
6
7
Total:
4 + 6 + 7 equals:
17
Multiply by:
10 POUNDS
Tolerance:
170 POUNDS
PART THIRTY SEVEN: WHEN DOES THE ICE BREAK?
The ice breaks when:
TOTAL WEIGHT ON THAT AREA
EXCEEDS ITS TOLERANCE
The word:
EXCEEDS
matters.
Tolerance:
170 POUNDS
Total weight:
170 POUNDS
Does it break from this rule?
NO
because the tolerance has not been exceeded.
Total weight:
171 POUNDS
Now:
YES
The tolerance has been exceeded.
PART THIRTY EIGHT: TOTAL WEIGHT MATTERS
The rule checks:
TOTAL WEIGHT
on that 10 foot square area.
So multiple creatures can combine their weight.
EXAMPLE
Ice tolerance:
300 POUNDS
Character A plus equipment:
160 POUNDS
Character B plus equipment:
150 POUNDS
Total:
160 + 150 equals:
310 POUNDS
310 is greater than 300.
Result:
ICE BREAKS
This makes spacing extremely important.
Several characters gathering on the same patch of Thin Ice can be far more dangerous than:
CROSSING ONE AT A TIME
PART THIRTY NINE: WHAT HAPPENS WHEN THIN ICE BREAKS?
When the ice breaks:
ALL CREATURES ON THE BROKEN ICE FALL THROUGH
Below the ice is:
FRIGID WATER
That means Thin Ice immediately connects to another Environmental Effect.
The danger is not:
JUST FALLING THROUGH
Now the characters may face:
FRIGID WATER
and its potentially rapid:
EXHAUSTION SAVES
PART FORTY: THIN ICE TO FRIGID WATER EXAMPLE
A Fighter has:
CONSTITUTION 15
The Fighter falls through Thin Ice.
The water below is Frigid Water.
The Fighter can remain immersed for:
15 MINUTES
without ill effects from the Frigid Water rule.
Beginning with:
MINUTE 16
each additional minute requires:
DC 10 CONSTITUTION SAVE
Failure:
1 EXHAUSTION LEVEL
Notice that the rule uses:
CONSTITUTION SCORE 15
not:
CONSTITUTION MODIFIER
PART FORTY ONE: ENVIRONMENTAL EFFECTS CAN CREATE CHAINS
One of the most useful GM lessons in this section is that an environment can produce:
A CHAIN OF EXISTING RULES
You do not need to invent a complicated new hazard.
Consider:
THIN ICE
Weight exceeds tolerance.
Then:
ICE BREAKS
Characters fall into:
FRIGID WATER
They eventually begin making:
CONSTITUTION SAVES
Failures cause:
EXHAUSTION
Exhaustion reduces:
D20 TESTS
and:
SPEED
A rescue attempt therefore becomes harder as:
EXHAUSTION INCREASES
That is a complete dramatic sequence created almost entirely by:
CONNECTING EXISTING SRD RULES
PART FORTY TWO: EXTREME COLD PLUS FRIGID WATER
A character in an icy wilderness might be exposed to:
EXTREME COLD
and then fall into:
FRIGID WATER
These are separate Environmental Effects with different timings.
Extreme Cold:
HOURLY
Frigid Water:
MINUTE BASED
If the GM determines that both descriptions apply to the situation, the SRD doesn't state that one automatically replaces the other.
The important point is to:
TRACK EACH SPECIFIC RULE CORRECTLY
rather than inventing one combined save with a new DC.
PART FORTY THREE: HIGH ALTITUDE PLUS EXTREME COLD
A mountain expedition might involve:
HIGH ALTITUDE
and:
EXTREME COLD
High Altitude affects:
TRAVEL ENDURANCE
Extreme Cold causes:
HOURLY CONSTITUTION SAVES
unless the creature automatically succeeds through Cold Resistance or Immunity.
These threats attack the party in:
DIFFERENT WAYS
High Altitude makes the day effectively longer for travel strain.
Extreme Cold can directly produce:
EXHAUSTION
The resulting Exhaustion can then reduce:
SPEED
which can affect:
TRAVEL
This is how environmental rules can interact naturally.
PART FORTY FOUR: HEAVY SNOW PLUS SLIPPERY ICE
A battlefield during a winter storm might include:
HEAVY SNOWFALL
and:
SLIPPERY ICE
Heavy Snowfall:
LIGHTLY OBSCURES THE AREA
and gives:
DISADVANTAGE ON WISDOM PERCEPTION CHECKS
Slippery Ice:
DIFFICULT TERRAIN
and potentially:
PRONE
Now the battlefield is difficult because of:
VISIBILITY
and:
MOVEMENT
without the GM inventing:
A RANDOM MINUS 4 TO EVERYTHING
PART FORTY FIVE: STRONG WIND PLUS HEAVY RAIN
A violent storm might contain:
STRONG WIND
and:
HEAVY RAIN
Heavy Rain:
LIGHTLY OBSCURED
DISADVANTAGE ON WISDOM PERCEPTION
EXTINGUISHES OPEN FLAMES
Strong Wind:
DISADVANTAGE ON RANGED WEAPON ATTACK ROLLS
EXTINGUISHES OPEN FLAMES
DISPERSES FOG
FLYERS MUST LAND OR FALL
The overlapping open flame effect doesn't become:
DOUBLE EXTINGUISHING
The same flame simply:
GOES OUT
Likewise, multiple sources of Disadvantage:
DO NOT STACK
PART FORTY SIX: THE ENVIRONMENT AND EXHAUSTION
Four Environmental Effects can directly produce:
EXHAUSTION
These are:
DEEP WATER
EXTREME COLD
EXTREME HEAT
and:
FRIGID WATER
This matters because Exhaustion is:
CUMULATIVE
Unlike most conditions, it has:
LEVELS
Each level produces:
MINUS 2 TO D20 TESTS
and:
MINUS 5 FEET TO SPEED
At Level 6:
DEATH
This means environmental danger can escalate gradually.
A character might begin a journey fully capable.
After repeated failures, that character can become:
SLOWER
WORSE AT ATTACKS
WORSE AT SAVES
WORSE AT ABILITY CHECKS
and eventually:
UNABLE TO SURVIVE
Environmental adventure design is therefore often about:
ACCUMULATING PRESSURE
rather than:
ONE HUGE DAMAGE ROLL
PART FORTY SEVEN: RESISTANCE CAN HAVE EFFECTS BEYOND HALVING DAMAGE
Earlier you learned:
RESISTANCE
normally halves damage of the matching type.
But these Environmental Effects demonstrate something important about:
SPECIFIC RULES
Cold Resistance normally means:
HALF COLD DAMAGE
Yet Extreme Cold and Frigid Water specifically say that Cold Resistance also causes:
AUTOMATIC SUCCESS ON THEIR SAVES
Fire Resistance normally means:
HALF FIRE DAMAGE
But Extreme Heat says Fire Resistance also grants:
AUTOMATIC SUCCESS ON ITS SAVE
These extra benefits exist because:
THE ENVIRONMENTAL EFFECTS SPECIFICALLY SAY SO
Do not assume every form of Resistance automatically protects against:
EVERY ENVIRONMENTAL PROBLEM
PART FORTY EIGHT: WHAT THE PLAYER ACTUALLY DOES
Environmental play should remain simple from the player's perspective.
The GM describes the danger.
For example:
“THE TEMPERATURE HAS FALLEN INTO EXTREME COLD.”
The player checks:
DO I HAVE COLD RESISTANCE OR IMMUNITY?
If no:
At the end of each exposed hour:
ROLL DC 10 CONSTITUTION SAVE
Failure:
GAIN 1 EXHAUSTION
Or the GM says:
“YOU HAVE FALLEN INTO FRIGID WATER.”
Player checks Constitution score:
14
The character has:
14 MINUTES
before the Frigid Water saves begin.
The rule tells the player exactly:
WHAT TO ROLL
WHEN TO ROLL
and:
WHAT FAILURE MEANS
PART FORTY NINE: WHAT THE GM ACTUALLY DOES
The GM can use a simple procedure.
STEP 1
Identify whether one of the nine Environmental Effects:
ACTUALLY APPLIES
STEP 2
Read the exact trigger.
Ask whether it occurs:
EACH HOUR
EACH MINUTE
ON ENTERING TERRAIN
AT START OF TURN
or:
AT END OF TURN
STEP 3
Check for specific exemptions.
Examples:
SWIM SPEED
COLD RESISTANCE
FIRE IMMUNITY
NATURAL COLD WATER ADAPTATION
STEP 4
Call for the exact save only when required.
STEP 5
Apply the exact consequence.
Examples:
EXHAUSTION
PRONE
DISADVANTAGE
FALLING
or:
TRAVEL TIME CHANGE
STEP 6
If the effect creates another rules situation, apply that next rule.
Example:
THIN ICE BREAKS
then:
FRIGID WATER
or:
STRONG WIND CAUSES A FLYER TO FALL
then:
FALLING HAZARD
This keeps environmental adjudication:
CONSISTENT
and:
PREDICTABLE
PART FIFTY: COMMON BEGINNER MISTAKES
MISTAKE 1: THINKING DEEP WATER STARTS AT 100 FEET
The rule says:
MORE THAN 100 FEET DEEP
MISTAKE 2: MAKING DEEP WATER SAVES EVERY MINUTE
Deep Water:
EACH HOUR
MISTAKE 3: MAKING A CREATURE WITH A SWIM SPEED ROLL THE DEEP WATER SAVE
The rule applies to a creature that:
LACKS A SWIM SPEED
MISTAKE 4: DEALING AUTOMATIC PRESSURE DAMAGE IN DEEP WATER
The Environmental Effect itself gives:
A CONSTITUTION SAVE AGAINST EXHAUSTION
It does not add automatic damage.
MISTAKE 5: USING EXTREME COLD ABOVE 0 DEGREES FAHRENHEIT
The listed threshold is:
0 OR LOWER
MISTAKE 6: MAKING EXTREME COLD SAVES EVERY MINUTE
They occur:
AT END OF EACH HOUR
MISTAKE 7: GIVING COLD RESISTANCE ADVANTAGE INSTEAD OF AUTOMATIC SUCCESS
The rule says:
AUTOMATIC SUCCESS
MISTAKE 8: IMPORTING AN UNLISTED AUTOMATIC COLD WEATHER CLOTHING EXCEPTION
Use:
THE SRD 5.2.1 RULE
and any other specific rule that genuinely applies.
MISTAKE 9: USING EXTREME HEAT BELOW 100 DEGREES FAHRENHEIT
Threshold:
100 OR HIGHER
MISTAKE 10: IGNORING ACCESS TO DRINKABLE WATER
Extreme Heat's save applies when the exposed creature is:
WITHOUT ACCESS TO DRINKABLE WATER
MISTAKE 11: USING DC 10 FOR EXTREME HEAT
First hour:
DC 5
Then:
PLUS 1 PER ADDITIONAL HOUR
MISTAKE 12: KEEPING THE EXTREME HEAT DC AT 5 FOREVER
It:
INCREASES EACH HOUR
MISTAKE 13: GIVING LIGHT ARMOR DISADVANTAGE ON THE EXTREME HEAT SAVE
The special Disadvantage applies to:
MEDIUM
and:
HEAVY ARMOR
MISTAKE 14: MAKING A FIRE RESISTANT CREATURE ROLL THE EXTREME HEAT SAVE
It:
AUTOMATICALLY SUCCEEDS
MISTAKE 15: USING CONSTITUTION MODIFIER FOR FRIGID WATER SAFE TIME
Use:
CONSTITUTION SCORE
MISTAKE 16: MAKING FRIGID WATER SAVES IMMEDIATELY
The creature first receives safe immersion time equal to:
CONSTITUTION SCORE IN MINUTES
MISTAKE 17: MAKING FRIGID WATER SAVES HOURLY
After the safe period:
EACH ADDITIONAL MINUTE
MISTAKE 18: ASSUMING A SWIM SPEED AUTOMATICALLY PROTECTS AGAINST FRIGID WATER
It does not appear among the listed automatic success conditions.
MISTAKE 19: FORGETTING NATURAL ICE COLD WATER ADAPTATION
Such creatures:
AUTOMATICALLY SUCCEED
on Frigid Water saves.
MISTAKE 20: THINKING HEAVY PRECIPITATION MAKES EVERYTHING HEAVILY OBSCURED
It makes the area:
LIGHTLY OBSCURED
MISTAKE 21: GIVING HEAVY PRECIPITATION DISADVANTAGE ON EVERY D20 TEST
Its explicit check penalty is:
WISDOM PERCEPTION
MISTAKE 22: MAKING HEAVY PRECIPITATION AUTOMATICALLY CAUSE DIFFICULT TERRAIN
The rule doesn't say that.
MISTAKE 23: SAYING HEAVY SNOW AUTOMATICALLY EXTINGUISHES OPEN FLAMES
The specific flame rule says:
HEAVY RAIN
MISTAKE 24: MAKING A DIRECT HIGH ALTITUDE CONSTITUTION SAVE EVERY HOUR
The High Altitude entry instead makes travel hours count:
DOUBLE
for determining how long the creature can travel.
MISTAKE 25: THINKING HIGH ALTITUDE MAKES YOU TRAVEL TWICE AS FAR
It does not.
It consumes travel endurance:
TWICE AS QUICKLY
MISTAKE 26: FORGETTING ACCLIMATION
A creature can acclimate after:
30 DAYS OR MORE
at the elevation.
MISTAKE 27: LETTING ORDINARY CREATURES ACCLIMATE ABOVE 20,000 FEET
They cannot unless:
NATIVE TO SUCH ENVIRONMENTS
MISTAKE 28: THINKING SLIPPERY ICE ONLY REQUIRES A SAVE WHEN FIRST DISCOVERED
A save is triggered when the creature:
MOVES ONTO IT FOR THE FIRST TIME ON A TURN
or:
STARTS ITS TURN THERE
MISTAKE 29: FORGETTING SLIPPERY ICE IS ALSO DIFFICULT TERRAIN
It is.
MISTAKE 30: USING STRENGTH SAVE FOR SLIPPERY ICE
The save is:
DC 10 DEXTERITY
MISTAKE 31: THINKING FAILED SLIPPERY ICE SAVE DEALS DAMAGE
Failure gives:
PRONE
No damage is listed.
MISTAKE 32: APPLYING STRONG WIND DISADVANTAGE TO EVERY RANGED SPELL ATTACK
The rule specifies:
RANGED ATTACK ROLLS WITH WEAPONS
MISTAKE 33: APPLYING STRONG WIND DISADVANTAGE TO MELEE WEAPON ATTACKS
The rule specifies:
RANGED
weapon attack rolls.
MISTAKE 34: FORGETTING STRONG WIND EXTINGUISHES OPEN FLAMES
It does.
MISTAKE 35: FORGETTING STRONG WIND DISPERSES FOG
It does.
MISTAKE 36: ALLOWING A FLYING CREATURE TO REMAIN AIRBORNE IN STRONG WIND INDEFINITELY
At the end of its turn it must:
LAND
or:
FALL
MISTAKE 37: AUTOMATICALLY EXEMPTING HOVER FROM STRONG WIND
The Strong Wind rule does not list:
HOVER
as an exception.
MISTAKE 38: MAKING EVERY DESERT WIND A SANDSTORM
Strong Wind in a desert:
CAN CREATE
one.
MISTAKE 39: MAKING STRONG WIND DIFFICULT TERRAIN AUTOMATICALLY
The Environmental Effect does not say that.
MISTAKE 40: GIVING EVERY PATCH OF THIN ICE THE SAME FIXED WEIGHT LIMIT
Tolerance is:
3D10 TIMES 10 POUNDS
per:
10 FOOT SQUARE AREA
MISTAKE 41: BREAKING THIN ICE WHEN WEIGHT EQUALS ITS TOLERANCE
The weight must:
EXCEED
the tolerance.
MISTAKE 42: CHECKING ONLY ONE CHARACTER'S WEIGHT
Use:
TOTAL WEIGHT ON THE AREA
MISTAKE 43: FORGETTING WHAT IS BELOW THIN ICE
The SRD specifies:
FRIGID WATER
MISTAKE 44: DEALING AN AUTOMATIC DAMAGE ROLL WHEN THIN ICE BREAKS
The listed result is:
CREATURES FALL THROUGH
into Frigid Water.
Apply the rules actually triggered by the situation.
MISTAKE 45: MAKING EVERY ENVIRONMENTAL EFFECT DEAL DAMAGE
Many use:
EXHAUSTION
CONDITIONS
DISADVANTAGE
or:
TRAVEL MODIFIERS
instead.
MISTAKE 46: INVENTING ONE UNIVERSAL ENVIRONMENT SAVE
Each Environmental Effect has:
ITS OWN TRIGGER
ITS OWN DC
and:
ITS OWN CONSEQUENCE
MISTAKE 47: FORGETTING THAT SPECIFIC ENVIRONMENTAL RULES CAN INTERACT
A character can potentially face:
THIN ICE
then:
FRIGID WATER
then:
EXHAUSTION
You do not need to replace that sequence with:
A NEW CUSTOM HAZARD
QUICK RECAP
DEEP WATER
Threshold:
MORE THAN 100 FEET DEEP
Creature without Swim Speed:
DC 10 CONSTITUTION SAVE AFTER EACH HOUR
Failure:
1 EXHAUSTION
Swim Speed:
NO DEEP WATER SAVE FROM THIS RULE
EXTREME COLD
Threshold:
0 DEGREES FAHRENHEIT OR LOWER
Save:
DC 10 CONSTITUTION EACH HOUR
Failure:
1 EXHAUSTION
Cold Resistance or Immunity:
AUTOMATIC SUCCESS
EXTREME HEAT
Threshold:
100 DEGREES FAHRENHEIT OR HIGHER
Applies when exposed and:
WITHOUT ACCESS TO DRINKABLE WATER
First hour:
DC 5 CONSTITUTION
Additional hours:
DC PLUS 1 EACH HOUR
Failure:
1 EXHAUSTION
Medium or Heavy Armor:
DISADVANTAGE
Fire Resistance or Immunity:
AUTOMATIC SUCCESS
FRIGID WATER
Safe immersion:
CONSTITUTION SCORE IN MINUTES
After that:
DC 10 CONSTITUTION EACH ADDITIONAL MINUTE
Failure:
1 EXHAUSTION
Automatic success:
COLD RESISTANCE
COLD IMMUNITY
or:
NATURAL ICE COLD WATER ADAPTATION
HEAVY PRECIPITATION
Heavy Rain or Heavy Snowfall:
LIGHTLY OBSCURED
Creatures in area:
DISADVANTAGE ON ALL WISDOM PERCEPTION CHECKS
Heavy Rain:
EXTINGUISHES OPEN FLAMES
HIGH ALTITUDE
Threshold:
10,000 FEET OR HIGHER
Each hour traveling there counts as:
2 HOURS
for determining travel duration.
Acclimation:
30 DAYS OR MORE
Ordinary acclimation unavailable above:
20,000 FEET
unless native to such environments.
SLIPPERY ICE
DIFFICULT TERRAIN
First move onto it each turn or start turn there:
DC 10 DEXTERITY SAVE
Failure:
PRONE
STRONG WIND
DISADVANTAGE ON RANGED ATTACK ROLLS WITH WEAPONS
EXTINGUISHES OPEN FLAMES
DISPERSES FOG
Flying creature:
LAND AT END OF TURN OR FALL
Desert Strong Wind can create:
SANDSTORM
with Disadvantage on:
WISDOM PERCEPTION CHECKS
THIN ICE
Tolerance per 10 foot square:
3D10 TIMES 10 POUNDS
Total weight exceeds tolerance:
ICE BREAKS
All creatures there:
FALL THROUGH
Below:
FRIGID WATER
PRIME HERO CHALLENGE
A party of adventurers is attempting to cross a frozen mountain lake located more than 10,000 feet above sea level during a violent winter storm.
The GM determines that the following SRD Environmental Effects apply:
EXTREME COLD
HIGH ALTITUDE
HEAVY SNOWFALL
STRONG WIND
SLIPPERY ICE
and:
THIN ICE
Resolve the situation.
CHALLENGE 1: EXTREME COLD
The party spends one hour exposed to temperatures at or below:
0 DEGREES FAHRENHEIT
Each ordinary exposed creature makes:
DC 10 CONSTITUTION SAVE
Failure:
1 EXHAUSTION
CHALLENGE 2: COLD RESISTANT CHARACTER
One character has:
COLD RESISTANCE
Does that character roll?
NO
The character:
AUTOMATICALLY SUCCEEDS
CHALLENGE 3: HIGH ALTITUDE
The party travels for:
3 ACTUAL HOURS
at High Altitude.
For determining travel duration, those hours count as:
3 times 2 equals:
6 HOURS
CHALLENGE 4: HEAVY SNOW
The snowfall is Heavy Precipitation.
The area becomes:
LIGHTLY OBSCURED
Wisdom Perception checks:
DISADVANTAGE
CHALLENGE 5: BOW ATTACK
A Ranger fires a Longbow during the Strong Wind.
Attack Roll:
DISADVANTAGE
because it is a:
RANGED ATTACK ROLL WITH A WEAPON
CHALLENGE 6: SPELL ATTACK
A Wizard makes a ranged Spell Attack.
Does Strong Wind automatically impose Disadvantage from its weapon rule?
NO
The Environmental Effect specifically refers to:
RANGED ATTACK ROLLS WITH WEAPONS
CHALLENGE 7: FLYING
The Wizard gains a Fly Speed and takes off.
What must happen before the end of that turn?
LAND
Otherwise:
FALL
CHALLENGE 8: SLIPPERY ICE
The Fighter moves onto Slippery Ice.
Required:
DC 10 DEXTERITY SAVE
Failure:
PRONE
The ice is also:
DIFFICULT TERRAIN
CHALLENGE 9: THIN ICE
The GM rolls the area's tolerance.
3d10:
6
8
7
Total:
6 + 8 + 7 equals:
21
Tolerance:
21 times 10 equals:
210 POUNDS
A Fighter and equipment place:
205 POUNDS
on the area.
Does it break?
NO
205 does not exceed 210.
CHALLENGE 10: ANOTHER CHARACTER STEPS ON
An additional character adds:
90 POUNDS
Total:
205 + 90 equals:
295 POUNDS
295 exceeds:
210
Result:
THIN ICE BREAKS
All creatures on that broken area:
FALL THROUGH
CHALLENGE 11: FRIGID WATER
One of those characters has:
CONSTITUTION 13
How long can that character remain immersed without ill effects from the Frigid Water rule?
13 MINUTES
Beginning with Minute:
14
the character must make:
DC 10 CONSTITUTION SAVE EACH ADDITIONAL MINUTE
Failure:
1 EXHAUSTION
CHALLENGE 12: SWIM SPEED
Another character has:
SWIM SPEED
Does that Swim Speed automatically protect against Frigid Water?
NO
Not by itself.
Frigid Water lists automatic success for:
COLD RESISTANCE
COLD IMMUNITY
or:
NATURAL ADAPTATION TO ICE COLD WATER
CHALLENGE 13: MULTIPLE ENVIRONMENTAL EFFECTS
Can this entire sequence be resolved without inventing a new rule?
YES
The GM combines the existing procedures:
WEATHER
ICE
FALLING THROUGH
FRIGID WATER
EXHAUSTION
This is exactly why the Gameplay Toolbox is useful.
LESSON 94: KEY TAKEAWAYS
The environment can become a major part of an adventure without requiring complicated custom rules.
The SRD 5.2.1 provides nine Environmental Effects:
DEEP WATER
EXTREME COLD
EXTREME HEAT
FRIGID WATER
HEAVY PRECIPITATION
HIGH ALTITUDE
SLIPPERY ICE
STRONG WIND
and:
THIN ICE
Remember especially:
DEEP WATER BEGINS BEYOND 100 FEET OF DEPTH
CREATURES WITHOUT A SWIM SPEED RISK EXHAUSTION AFTER EACH HOUR IN DEEP WATER
EXTREME COLD BEGINS AT 0 DEGREES FAHRENHEIT OR LOWER
EXTREME COLD USES DC 10 CONSTITUTION SAVES EACH HOUR
COLD RESISTANCE OR IMMUNITY AUTOMATICALLY SUCCEEDS AGAINST EXTREME COLD
EXTREME HEAT BEGINS AT 100 DEGREES FAHRENHEIT OR HIGHER
THE EXTREME HEAT RULE REQUIRES LACK OF ACCESS TO DRINKABLE WATER
EXTREME HEAT STARTS AT DC 5 AND INCREASES BY 1 EACH ADDITIONAL HOUR
MEDIUM AND HEAVY ARMOR GIVE DISADVANTAGE ON EXTREME HEAT SAVES
FIRE RESISTANCE OR IMMUNITY AUTOMATICALLY SUCCEEDS AGAINST EXTREME HEAT
FRIGID WATER SAFE TIME USES CONSTITUTION SCORE, NOT MODIFIER
FRIGID WATER CAN REQUIRE A DC 10 CONSTITUTION SAVE EVERY ADDITIONAL MINUTE
A SWIM SPEED DOES NOT BY ITSELF GRANT AUTOMATIC SUCCESS AGAINST FRIGID WATER
HEAVY PRECIPITATION MAKES THE AREA LIGHTLY OBSCURED
HEAVY PRECIPITATION GIVES DISADVANTAGE ON WISDOM PERCEPTION CHECKS
HEAVY RAIN EXTINGUISHES OPEN FLAMES
HIGH ALTITUDE BEGINS AT 10,000 FEET
EACH HOUR OF HIGH ALTITUDE TRAVEL COUNTS AS TWO HOURS FOR TRAVEL ENDURANCE
ACCLIMATION REQUIRES 30 DAYS OR MORE
ORDINARY CREATURES CANNOT ACCLIMATE ABOVE 20,000 FEET UNLESS NATIVE TO SUCH ENVIRONMENTS
SLIPPERY ICE IS DIFFICULT TERRAIN
SLIPPERY ICE CAN CAUSE PRONE ON A FAILED DC 10 DEXTERITY SAVE
STRONG WIND GIVES DISADVANTAGE ON RANGED ATTACK ROLLS WITH WEAPONS
STRONG WIND EXTINGUISHES OPEN FLAMES AND DISPERSES FOG
FLYING CREATURES IN STRONG WIND MUST LAND AT THE END OF THEIR TURN OR FALL
DESERT STRONG WIND CAN CREATE A SANDSTORM
THIN ICE USES A RANDOM WEIGHT TOLERANCE PER 10 FOOT SQUARE
THIN ICE BREAKS ONLY WHEN TOTAL WEIGHT EXCEEDS ITS TOLERANCE
CREATURES ON BROKEN THIN ICE FALL INTO FRIGID WATER
and above all:
APPLY THE ENVIRONMENTAL EFFECT THAT THE SRD ACTUALLY DEFINES
Do not turn hostile weather into:
ARBITRARY PENALTIES
The environment becomes more interesting when the players can understand:
THE DANGER
THE MECHANIC
and:
THE CONSEQUENCES OF THEIR DECISIONS
NEXT LESSON
LESSON 95: FEAR AND MENTAL STRESS
The next Gameplay Toolbox lesson turns from threats to the body to threats against:
THE MIND
We will learn how the Game Master can represent:
SUPERNATURAL FEAR
TERRIFYING APPARITIONS
MAGICAL HORROR
INTENSE MENTAL STRESS
and:
PROLONGED PSYCHOLOGICAL EFFECTS
using the actual SRD 5.2.1 framework.
We will examine:
SAMPLE FEAR DCS
THE FRIGHTENED CONDITION AS A BASELINE
ADDITIONAL FEAR EFFECTS
PSYCHIC DAMAGE
SAMPLE MENTAL STRESS DCS
INTELLIGENCE, WISDOM, AND CHARISMA SAVES
and:
PROLONGED EFFECTS
The next lesson will also make an important Game Master principle explicit:
THESE OPTIONAL TOOLS SHOULD BE DISCUSSED WITH THE PLAYERS BEFORE THE CAMPAIGN
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.