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Old 10-21-2016, 03:05 AM   #8
McAllister
 
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Join Date: Jun 2013
Default Re: Coldness, Wind Chill, and Survival

Quote:
Originally Posted by Flyndaran View Post
Generally, if it causes structural damage, then it's damage not fatigue based temperature issues. Fireballs cause burning not fatigue, for example.
When that point gets crossed involves FAR too many variables for any playable game to cover.
Water doesn't have to be fire hot to injure or kill. People can momentarily dip their hands in molten lead or carefully ingest liquid nitrogen without injury due to their very low thermal conductivity.
Yeah, what I got from the Cold and Heat sections of Hazards in Basic Set was that no amount of Temperature Control is going to be able to disable an attacker in a timely fashion, unless maybe we get the temperature up to 160 (and assume that 100% thermal conductivity is part of the Advantage). But how cold/hot does it have to be before a gun's Malf changes? Before objects get penalties on HT rolls to avoid breaking? Before a vehicle or computer's performance is affected? You mentioned that water doesn't have to be boiling to injure someone, but how hot does it have to be? Those are the sorts of things I would want Temperature Control to be able to do; and, having no idea how to adjudicate them, I'd forbid more than one level of Temperature Control in a game I ran. I'd probably also give it a mandatory "temperature must approach 70 degrees farenheit" limitation, so it could be used to mitigate extreme temperatures, but not create them. Because otherwise, I simply wouldn't know what it can do, in any mechanical sense.
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