Hoth

By Paperdragon850, in Game Masters

Hi,

My group are about to explore Hoth as part of one of the characters obligation. They are to survey the planet to see if it would make a suitable base ;)

But I cannot find any rules for extremes cold conditions... Have I missed them somewhere?

Extreme cold, I've not seen. I have seen hot desert conditions, mentioned in Long Arm of the Hutt, I believe - mostly consists of adding black dice to every roll, if I recall correctly. I cant imagine that cold would work any differently.

Resilience checks. Lots and lots of resilience checks. Let the threats/advantages Triumphs/Despairs do the work for you.

Probably a lot of opportunity for Survival as well.

If the players don't end up wrangling themselves a Tauntaun by the end of the adventure, something has gone horribly horribly wrong.

Edited by kaosoe

Desslok is correct, heat/cold usually just applies setback. If you need more, like one of the players decides to play in the snow at night during a blizzard in the nude, see pg. 214, fire, acid, and corrosive atmospheres. Extreme cold would work the same way, probably not exceeding a rating of 4 or 5.

Agility for throwing snowballs....

Snowballs should be Ranged (Light) like the other thrown weapons.

But Hoth is theoretically not colder than winter in Canada. Nights are about -60°C, days at -20 to -30.

The cold should net you minimum 2 set-back die, and for continued exposure even strain/real damage.

Sorry, not really adding anything to the discussion. I just get a bit annoyed when people legitimately assume Canada is a frozen wasteland.

Sorry, not really adding anything to the discussion. I just get a bit annoyed when people legitimately assume Canada is a frozen wasteland.

Well, Advice Mallard did say..... :)

sanpnr5.jpg

Edited by Sturn

LOL, so true. I'm often on conference calls with people far south of me, and they complain when they have to put on a sweater...

Extremes at both end will kill, but I think cold is more deadly. The range that is habitable-with-clothing is far greater...at 25C you basically need no clothes, and if you lie still and hide in the shade, you can go up to 45 or so and not fear death unless you run out of water. Any activity at all will drain you though, hence the rules for setback. You basically can't do anything as well as normally.

You can get hypothermia as high as 15C or even higher if you're dumb enough to wear cotton on a wet windy day. I've been winter camping down to -40C though, and if you're working hard (and have the calories) you can strip off a surprising amount of clothing. Basically, if you have decent gear and/or keep moving, in game terms there will be no setback. But if you don't accurately manage your moisture output (soaking your clothes with sweat is a really bad idea), then you're doomed. I'd say the state of being near or in hypothermia is far worse than being drained by heat. If hypothermia sets in, so does irrationality and cascading bad decisions. Might be worth an upgrade...

For adventuring in a place as cold as Hoth I'd give my players 3 setback dice to everything they do. This can be mitigated by various gear, like Adverse Environment Gear, the Nomad greatcoat, thermal blankets, and so on. If they do something really strenuous I'd call for a Resilience check as well, with failure and Threat adding some strain damage. Throw in some Survival checks to ensure they don't camp on a crack in a glacier or stray too close to a Wampa's den.

I can recommend taking a look at this document about Environmental set pieces made by GM Jedi-Scoundrel at the d20 forums: https://www.dropbox.com/s/1pot1qgkhts3cs3/EotE%20-%20Environmental%20Set%20Pieces%20v1.8.pdf

In there you'll find good ideas on how to let the environment affect your players in various climates, for Hoth take a look at the Arctic Snowfield and Frozen Cave.

Edited by Morridini