the tundra gives you resistance to cold damage and lets you not suffer the effects of extreme cold, as it is described in the dungeon master's guide, and the desert gives you resistance to fire and lets you ignore extreme heat in the same way. Only problem is that according to the dungeon masters guide creatures who are immune to cold damage already do not suffer the effects of extreme cold and creatures immune to fire damage already do not suffer the effects of extreme heat, so why would they even mention that. And what is more even without those resistances you can still overcome both those environmental hazards via normal common sense protective measures such as just staying properly hydrated and wearing warm clothes, so what is even the point of being immune to these things in the first place?
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It's specifying for simplicity and thematic purposes. It's not necessary for them to say it, but doing so adds flavour.
You still get the resistances plus other benefit mentioned.
I don't understand your issue.
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Additional note: "Immunity" is not "Resistance". Plenty of PCs have resistance to fire or cold damage, but do not have any especial protections from extreme environments. Tiffles, for example, are almost universally resistant to fire, but are just as helpless in the face of desert heat and weather conditions as any regular-ass manfolk.
Additional note: "Immunity" is not "Resistance". Plenty of PCs have resistance to fire or cold damage, but do not have any especial protections from extreme environments. Tiffles, for example, are almost universally resistant to fire, but are just as helpless in the face of desert heat and weather conditions as any regular-ass manfolk.
Whenever the temperature is at or below 0 degrees Fahrenheit, a creature exposed to the cold must succeed on a DC 10 Constitution saving throw at the end of each hour or gain one level of exhaustion. Creatures with resistance or immunity to cold damage automatically succeed on the saving throw, as do creatures wearing cold weather gear (thick coats, gloves, and the like) and creatures naturally adapted to cold climates.
Extreme Heat
When the temperature is at or above 100 degrees Fahrenheit, a creature exposed to the heat and without access to drinkable water must succeed on a Constitution saving throw at the end of each hour or gain one level of exhaustion. The DC is 5 for the first hour and increases by 1 for each additional hour. Creatures wearing medium or heavy armor, or who are clad in heavy clothing, have disadvantage on the saving throw. Creatures with resistance or immunity to fire damage automatically succeed on the saving throw, as do creatures naturally adapted to hot climates.
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Well, in my case I avoid the DMG like the plague. Unless there's a specific table or something I need from it, that book can stay in the hazmat bin where it belongs and can't contaminate anything else. The 5e PHB is pretty good. The DMG is a radioactive disaster. Sometimes that means I miss details I shouldn't. Ah well.
Well, in my case I avoid the DMG like the plague. Unless there's a specific table or something I need from it, that book can stay in the hazmat bin where it belongs and can't contaminate anything else. The 5e PHB is pretty good. The DMG is a radioactive disaster. Sometimes that means I miss details I shouldn't. Ah well.
That’s going a bit far. The DMG is good for three things:
Noted. My mistake. Does seem a little odd, but could be reasoned either way. Thanks for the clarification.
No, what was odd was back in 2nd edition when fire and magical fire were different damage types and your resistance to each wasn't automatically the same. So you could have someone with immunity to magical fire but not fire, meaning that he could tank all the Fireball spells in the world but still burn his mouth eating soup that was too hot.
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Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
It's specifying for simplicity and thematic purposes. It's not necessary for them to say it, but doing so adds flavour.
You still get the resistances plus other benefit mentioned.
I don't understand your issue.
And it also implies the player doesn't need the DMG to learn about that information.
not a problem, just think it is weird that they would not mention that when the celestial warlock or the tiefling gets it, but would mention it here, seems so random initially, as if they kind of forgot that having those resistances already make you immune to those environmental hazards, though of course it is to clarify that the survivalist barbarian from the tundra or desert is attuned to those temperatures for those who want the subclasses but not the DMG
Noted. My mistake. Does seem a little odd, but could be reasoned either way. Thanks for the clarification.
No, what was odd was back in 2nd edition when fire and magical fire were different damage types and your resistance to each wasn't automatically the same. So you could have someone with immunity to magical fire but not fire, meaning that he could tank all the Fireball spells in the world but still burn his mouth eating soup that was too hot.
i guess magical fire burns the soul while regular fire burns the body
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i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
the tundra gives you resistance to cold damage and lets you not suffer the effects of extreme cold, as it is described in the dungeon master's guide, and the desert gives you resistance to fire and lets you ignore extreme heat in the same way. Only problem is that according to the dungeon masters guide creatures who are immune to cold damage already do not suffer the effects of extreme cold and creatures immune to fire damage already do not suffer the effects of extreme heat, so why would they even mention that. And what is more even without those resistances you can still overcome both those environmental hazards via normal common sense protective measures such as just staying properly hydrated and wearing warm clothes, so what is even the point of being immune to these things in the first place?
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
It's specifying for simplicity and thematic purposes. It's not necessary for them to say it, but doing so adds flavour.
You still get the resistances plus other benefit mentioned.
I don't understand your issue.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond.
Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
And it also implies the player doesn't need the DMG to learn about that information.
Additional note: "Immunity" is not "Resistance". Plenty of PCs have resistance to fire or cold damage, but do not have any especial protections from extreme environments. Tiffles, for example, are almost universally resistant to fire, but are just as helpless in the face of desert heat and weather conditions as any regular-ass manfolk.
Please do not contact or message me.
From DMG - Chapter 5 - Adventure Environments - Wilderness Survival - Weather: (emphasis mine)
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Noted. My mistake. Does seem a little odd, but could be reasoned either way. Thanks for the clarification.
Please do not contact or message me.
I love it how this is one instance in which WotC actually explains something very clearly and it still confuses people.
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Well, in my case I avoid the DMG like the plague. Unless there's a specific table or something I need from it, that book can stay in the hazmat bin where it belongs and can't contaminate anything else. The 5e PHB is pretty good. The DMG is a radioactive disaster. Sometimes that means I miss details I shouldn't. Ah well.
Please do not contact or message me.
That’s going a bit far. The DMG is good for three things:
Creating Epic Boons on DDB
DDB Buyers' Guide
Hardcovers, DDB & You
Content Troubleshooting
No, what was odd was back in 2nd edition when fire and magical fire were different damage types and your resistance to each wasn't automatically the same. So you could have someone with immunity to magical fire but not fire, meaning that he could tank all the Fireball spells in the world but still burn his mouth eating soup that was too hot.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.
not a problem, just think it is weird that they would not mention that when the celestial warlock or the tiefling gets it, but would mention it here, seems so random initially, as if they kind of forgot that having those resistances already make you immune to those environmental hazards, though of course it is to clarify that the survivalist barbarian from the tundra or desert is attuned to those temperatures for those who want the subclasses but not the DMG
i guess magical fire burns the soul while regular fire burns the body
i am soup, with too many ideas (all of them very spicy) who has made sufficient homebrew material and character to last an thousand human lifetimes
There was never any logic to it. Especially since other elemental damage types, like cold, weren't given such a distinction.
Find your own truth, choose your enemies carefully, and never deal with a dragon.
"Canon" is what's factual to D&D lore. "Cannon" is what you're going to be shot with if you keep getting the word wrong.