So I was looking through the DMG and wondering what a DM might have to think about in if they ran a game in a cold weather setting and emphasizing these elements in 5th edition. The DMG does speak on the aspects of these tyes of campaigns.
Weather
The DMG does a decent job on the perils of a cold weather campaign. It highlights extreme cold and strong winds (which can happen in any campaign).
With extreme cold, the DMG explains the process of freezing to death (saving throw or get a level of exhaustion). It also explain the ways to avoid the problem completely: cold resistance, cold immunity, cold weather gear, and naturally adaptions.
Cold Resistance: White and silver dragonborn and dragon sorcerers, step right up.
Issue #1: Protection for Energy
The protection from energy spell grants cold resist and thus cold adaption. But it only lats an hour and is 3rd level. A DM could alter it, claiming the mages of the land would have made enhancing or cheapening the spell top priority. But every change has a big effect.
Issue #2: Potion of Cold Resistance & Boots of the Winterlands
These magic items would drastically alter the cols weather aspect of the campaign. I could see big cities with high magic population sell the potions and the boots. The decision of their availability is a big one and should be hinted or outright explained early.
Issue # 3: Cold weather gear
"Thick coats, gloves, and the like" is all you get. Because of this.... THIS IS THE BIGGEST DECISION.
How much does it cost? Does full cold weather gear count as armor? If so what level and what about the non-proficient? Are there multiple forms of it?
Then there's strong winds. Strong winds weakens ranged attacks and detection. Doubly so for detection if a sandstorm is ruled the same as a snowstorm or blizzard.
Hazards
The DMG goes on about 3 hazards which fit an arctic campaign. Frigid water is extreme cold but faster. Slippery Ice notes a skill/ability check. And Thin Ice gives small races and their light weights better.
Monsters
Welp. Kobolds and Orcs are the suggested humanoids. And the orcs have ogres and half orges as back up. And you get yetis and white/silver dragons. But Arctic is the smaller monster by environment type.
Issue #4: Other environments
You kinda have to unless you are running an Ice world, Plane of Water, Paraemental Plane of Ice, Stygia, or Cania. Cities give you Urban monsters. Taiga and temperate forests allows the oodles of monsters in forests and grasslands. Mountain is nice to mixing in fire giants and fire type dragons for fire damage...
Cold Damage
Good old cold damage. Many magical creature in the arctic will be immune or resistant. Humanoids will be hunting for cold resist gear for survive cold attacks form artic magic beings.
Issue #5 Cold Magic
Cold magic's gonna suck. Cold magic's gonna suck. Do you boost it? Leave it be. Lower the value of cold damage magic items? Weaken fire magic as well (you know that guy "it's cold outside, half damage")?
Here's how'd I do it.
#1 Some mages, druids, and shaman sell protection from element but the costs are high.
#2 Same with potion of cold resistance. Boots of the Winterlands is boosted in rarity.
#3 Heavy and medium armor can be fitted with fur and padding to function as cold weather gear. Characters can wear heavy coats or cloaks but count as wearing hide but can don or doff if as an action. This hurts the unarmored and lightly armored a bit but not too much.
#4 Evil snow orcs with kobold slaves and ogre allies is cool and all but it would get boring after a while and is very limited. Gotta do some city adventure and forest adventure to mix it up.
#5 Just don't take the cold damage spells, man.
What are your thoughts? Other big issues?
Weather
The DMG does a decent job on the perils of a cold weather campaign. It highlights extreme cold and strong winds (which can happen in any campaign).
With extreme cold, the DMG explains the process of freezing to death (saving throw or get a level of exhaustion). It also explain the ways to avoid the problem completely: cold resistance, cold immunity, cold weather gear, and naturally adaptions.
Cold Resistance: White and silver dragonborn and dragon sorcerers, step right up.
Issue #1: Protection for Energy
The protection from energy spell grants cold resist and thus cold adaption. But it only lats an hour and is 3rd level. A DM could alter it, claiming the mages of the land would have made enhancing or cheapening the spell top priority. But every change has a big effect.
Issue #2: Potion of Cold Resistance & Boots of the Winterlands
These magic items would drastically alter the cols weather aspect of the campaign. I could see big cities with high magic population sell the potions and the boots. The decision of their availability is a big one and should be hinted or outright explained early.
Issue # 3: Cold weather gear
"Thick coats, gloves, and the like" is all you get. Because of this.... THIS IS THE BIGGEST DECISION.
How much does it cost? Does full cold weather gear count as armor? If so what level and what about the non-proficient? Are there multiple forms of it?
Then there's strong winds. Strong winds weakens ranged attacks and detection. Doubly so for detection if a sandstorm is ruled the same as a snowstorm or blizzard.
Hazards
The DMG goes on about 3 hazards which fit an arctic campaign. Frigid water is extreme cold but faster. Slippery Ice notes a skill/ability check. And Thin Ice gives small races and their light weights better.
Monsters
Welp. Kobolds and Orcs are the suggested humanoids. And the orcs have ogres and half orges as back up. And you get yetis and white/silver dragons. But Arctic is the smaller monster by environment type.
Issue #4: Other environments
You kinda have to unless you are running an Ice world, Plane of Water, Paraemental Plane of Ice, Stygia, or Cania. Cities give you Urban monsters. Taiga and temperate forests allows the oodles of monsters in forests and grasslands. Mountain is nice to mixing in fire giants and fire type dragons for fire damage...
Cold Damage
Good old cold damage. Many magical creature in the arctic will be immune or resistant. Humanoids will be hunting for cold resist gear for survive cold attacks form artic magic beings.
Issue #5 Cold Magic
Cold magic's gonna suck. Cold magic's gonna suck. Do you boost it? Leave it be. Lower the value of cold damage magic items? Weaken fire magic as well (you know that guy "it's cold outside, half damage")?
Here's how'd I do it.
#1 Some mages, druids, and shaman sell protection from element but the costs are high.
#2 Same with potion of cold resistance. Boots of the Winterlands is boosted in rarity.
#3 Heavy and medium armor can be fitted with fur and padding to function as cold weather gear. Characters can wear heavy coats or cloaks but count as wearing hide but can don or doff if as an action. This hurts the unarmored and lightly armored a bit but not too much.
#4 Evil snow orcs with kobold slaves and ogre allies is cool and all but it would get boring after a while and is very limited. Gotta do some city adventure and forest adventure to mix it up.
#5 Just don't take the cold damage spells, man.
What are your thoughts? Other big issues?