Missing Rules

LOL, I guess this might be why everyone's jumping on the RuneQuest bandwagon :lol: This is part-and-parcel of the wonder that is the d20 gaming world. Well, I've dealt with it for years and am fine with it, but hey arguments will always accrue where games are involved.

Anyways, still happy that the d20 SRD is referenced, for better as well as for worse. 8)
 
I found that Hyboria's Fiercest had good rules on surviving the desert and on shade and such. I noticed what isn't explicitly mentioned in the mainbook is mostly brought up in other supplements, while the GM just wings it in the main book with a little creativity and common sense.
 
Foxworthy said:
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.

There you go, they sneak it in there.

Thanks! I knew there must be something else it would be nonsensical! But that didn't mean they missed it ;)
 
Just noticed someone said that spotting distances aren't in the main rulebook. Here the SRD stuff on it, I'm still looking for the simple chart for it but each type of terrain contains spotting distance here. Kinda buried though.

http://www.d20srd.org/srd/wilderness.htm
 
I'm sure I read somewhere that real merchant caravans do their travelling in the early morning and mid-afternoon, resting up at night (when it can be freezing cold), and during the mid-day, when the teperature peaks.
 
There's also the +2 racial bonus in desert environments. That helps them find that shade (an oasis of trees, a rock overhang, some ruins, etc.) or water (the same oasis, a small well, bringing the proper ammount to begin with, etc.).

Don't for gat that as a mitigating factor to having to make the FORT save at all...
 
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