[HR] Variant Heat and Cold rules.
I'm looking at rebooting one of my favorite campaign settings, Clovis-Culture Nomadic Hunter/Gatherers. One of the things that has always bothered me about the setting is the low diversity of equipment for characters.
I've been working on custom design rules for TL0 weapons and clothing, with a lot of emphasis on character-created (rather than player created) items. While creating a custom Leather Clothing/Armor Creation system, it donned on me that I might get a lot more variation by changing how Clothing protects from the elements... rules-wise that is. My idea is first to narrow the Comfort Zone of humans considerably, as it seems that this comfort zone assumes (it must assume) access to appropriate clothing. Second, is to streamline the Cold & Heat rules so that they assume a naked human. Then finally, to give each garment or outfit, an effective temperature modifier range. Basically, you can add a number within that range to actual temperature, to find if you make it to your comfort zone, and if not, what HT penalty you take to your rolls. For instance, a normal human will have a range of 65 to 80 degrees for their comfort zone, although they can shift this slightly (by 5 degrees) and modify it with Temperature Tolerance (now 2/level, but available in half levels). Lets take an example character "Tatanka", he has 1/2 level of Temperature Tolerance (Cold), giving him a comfort zone of 60 to 80 degrees. He wears Light clothing (Moccasins, Breechcloth, Leggins), but also has a heavier long bison-skin cloak. The Light Clothing offers a Temperature range of 0 to 5 degrees, the cloak when worn open offers a range of 5 to 10 degrees, and doubles that when pulled around him. The day starts out at a pleasant 75, as Tatanka is wearing all regalia, his effective temperature is 80, within his comfort zone. By mid-day the temperature rises to 87. At this point Tatanka needs an HT roll if he is active, at a penalty equal to any encumbrance level. If he is still wearing his cloak, then his effective temperature becomes 92... now he needs a roll every 30 minutes regardless of activity, loses and extra point of fatigue from exertion or dehydration, and makes HT rolls at an additional -1 if active. By Nightfall, the temperature has dropped to a cool 58 degrees, but given his outfit, he stays quite comfortable. However, a coldfront moves in over the night, an he wakes to a chilly 40 degrees. His clothing and cloak can only bring him to 55, which would require an HT roll every 30, so he opts to pull his cloak around him and bump his effective temperature back up to 65, cool, but within his tolerance. A sound startles Tatanks from outside the dwelling, he grabs his spear and goes to investigate. The wind outside is a strong 30mph, making the temperature after the chill factor a brisk 28 degrees. Tatanka is outside some time scarring off raccons that have gotten into the food stores. He requires an HT roll after 15 minutes, if Tatanka had kept his cloak draped around him, his effective temperature would be 53 degrees, requiring an unmodified roll. But not wanting his arms and spear hindered, the cloak only offers partial protection, giving an effective Temperature of 43 degrees, requiring an HT-1 roll. ------------------- So what are your thoughts on this, obviously this man vs. nature detail will be a focus for the setting, thus the detail warrented. Any suggestions, spot any issues? Thanks in advance... |
Re: [HR] Variant Heat and Cold rules.
Interesting. I find to add something is that people adapt a little over time. Such that, for me, in the winter I prefer it a good 5-10 degrees colder than in summer.
In the recent heat wave from hell, I've been able to walk the mile to the grocery store in 90+ degrees that literally gave me heat exhaustion a number of years ago during a sudden heat snap. |
Re: [HR] Variant Heat and Cold rules.
The 5 degree variance I allow, plus any bonus from Temp. Tolerance, I will allow it to shift by 1 degree per month in a direction that suits the climate.
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Re: [HR] Variant Heat and Cold rules.
This is the full write-up, minus the actual ranges for clothing... still working on that.
Code:
Hazardous Temperatures |
Re: [HR] Variant Heat and Cold rules.
Here is a rough draft version of basic clothing values:
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Summer Clothes: Typical range is +0 to +5. Status -2 outfits are just +0. Higher quality gear (Status 1+) can give +0 to +10. Heavier outfits raise min. & max. by +5. Hot Weather clothes can also give +0 to -5, and high quality versions can offer +0 to -10. This assumes lightweight footwear, if heavier add +5 to both numbers. |
Re: [HR] Variant Heat and Cold rules.
I think these rules are really good. Have you considered submitting them as an article for Pyramid (perhaps / probably in a future Alternate GURPS)?
One thing: did you consider, instead of absolute range modifiers for clothing, assigning clothing a Temperature Tolerance range (fractions being permitted)? That way clothing would confer some degree of that advantage (as it can confer DR and others). It might also help with scaling these for use by characters of different races. So arctic clothes would have, instead of base range of +50 to +100, base TT of ~3.322 to ~4.322 (calculated via LOG((degrees / 10),2)+1, the 10 being there as human racial average). |
Re: [HR] Variant Heat and Cold rules.
On the one hand, insulation just isn't a relative thing. Two inches of fur is two inches of fur whether I'm a jungle elf or a cave troll, watertight clothes keep everyone equally dry (preventing water from wiking away heat) and so forth.
On the other hand, how much heat a body generates, how much surface area there is to radiate it out from, and whether they even sweat like humans at all is likely to be very species specific... But I'm inclined to say that overall, I would suggest it not be relative. Instead races with unusually weird relationships with insulating clothing have an additional quirk or perk, or it's subsumed into another trait (like Subsceptable to overheating or Cold Blooded) |
Re: [HR] Variant Heat and Cold rules.
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I'm still having a bit of difficulty reconciling the rules with Low-Tech, the weights for leather armor ther seem to be based on using 13/15 oz armor-grade leather weight at over DOUBLE the individual's surface area, with absolutely no accounting for fitting. For example, if I were to make in actualtity a real, but simple leather curiass, from armor-grade Leather (13/15oz per square foot), I would need a 28in x 44 in project piece. This would leave the arms bare at the shoulder down, and would cover the chest and abdomen, but not groin. Total material weight would be 7.5 pounds without removing material for fitting... which with my skill level (Dabbler w/ Decent IQ & Taking extra time), would be a wash with the straps and buckles I would need to add. By Low-Tech, a fitted curiass covering those regions would weigh 11.4 pounds, maybe a bit less if I consider that it doesn't offer full protection to the abdomen, at 3in6 coverage (which is definately less than what my example is) this still would be 10.2 pounds, more than a third heavier! Here's a simple one, a pair of vambraces, I would start out with two rectangular pieces of 13x10 inches, and 13/15oz weight. Weight would be about 1.6 pounds after removing trimmed material towards the wrist, but adding cords and eyelets. By Low-Tech, the weight would be 2.4 pounds! I'm constantly finding Low-Tech to be about 50% heavier than simple, barely-fitted, amateur efforts in the real world... and that;s not taking into effect that I'd be a ST12 225pound guy by GURPS rules... trying to outfit a 130 pound woman gives you extremely HARSH numbers. Quote:
The second issue was fractions (other than halves), while they don't scare me or most on this forum, we are not representative of the population. Better to stay away, and using whole numbers, I can Satisify Pentaphillia for pre-worked examples, and give a lot of customization room for detailed creation. Quote:
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Re: [HR] Variant Heat and Cold rules.
The bigger you are, the less ectothermy is an issue. Clothing would be somewhat less effective for them as they produce less heat than a comparably sized endotherm. Intelligent ectotherms can mimic mammals and shiver voluntarily to produce more heat, or jog in place.
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