View Full Version : Idea: more localised environmental effects would be great.

03-08-2009, 03:08 AM
the Fumeroles in Stormcleave, 2d4 fire per second
fires in various places like sorrowdusk 1d6 fire per second
very hot spots like lava area in searing heights 2 fire damage per second.

Sharp spikey ground 2 piercing per second
Thorny folliage 1d4 piercing per second

Naturally slippery ground (mud) (like grease)
Naturally swampy ground slows walking through (like knee deep water)

Icy cold water could deal 2 points of cold damage per second.

Creatures would suffer them also so holding them in place in a danger spot could be a tactical advantage.

03-08-2009, 09:47 AM
You are right, all that kind of stuff should be there. But what you will find after you play the game for a while is that the SP varient used in this game allows effective counterbuffing that couldn't exist in real D&D. Everyone walks around with 30min resists and freedom of movement in any quest it matters in. The effect therefore is minimum after people run the quest for the first time after it is released.

03-08-2009, 09:22 PM
Death removes those buffs anyway, and the effect on enemies and using the terrain against them makes for great tactical play.. rather than just zerger rushes.

Lightly electrified floors with electrical damage over time would also be a good for "warforge" type missions.

03-08-2009, 10:41 PM
Areas of acidic mist that deal acid damage in the same way, places like proof in the poison with acidic lakes of varying concentrations.

Arctic zones with sub-zero temperatures dealing from 3 cold per second to 20-30 (ice cold water would probably bein the 10-20 mark) where resists are essential for survival.

When druids come, their first level spell, endure heat and cold would apply minor resistances to hot and cold, to allow comfortable travel in desert and cold. (maybe 3 resistance to hot and cold), rangers would also get this spell.

The menectarun desert could deal 2 heat damage per second while you bake out there in the sun.