Hey everyone,
First off, a huge thank you for taking the time to dive into the campaign rules! Your enthusiasm is awesome, and I'm really excited to get started.
I wanted to quickly highlight a few key points regarding the cold weather aspect of our setting, as well as an interesting note about our Catfolk friends.
The Chill is Real: For now, we're going to be experiencing a pretty harsh environment. This means items and abilities that outright negate cold weather effects are temporarily restricted. Think Endure Elements, Boots of the Winterland, and anything similar. We're aiming for that feeling of the cold being a real challenge for characters to adapt to.
Why the Restriction? This isn't about making it overly difficult. It's about making sure the environment plays a real part in our story. It will force us to find creative solutions - layering clothing, building fires, and using our teamwork to overcome these challenges.
Light at the End of the Ice Tunnel: Don't worry, these restrictions are temporary. As our story unfolds, we may uncover new ways to deal with the cold, and possibly earn some means of handling the harsh weather more easily.
Catfolk Resilience: Winter's Embrace: Catfolk characters have a cool edge in this climate! They possess a racial trait we're calling "Winter's Embrace," giving them a +2 bonus on saving throws against negative cold effects like exhaustion. This does not grant cold immunity, or make winter inconsequential to them, just a little easier to handle.
In short: Cold is a real threat at the start of the campaign, and figuring out how to manage it will be a key part of the early game. Catfolk are a bit tougher in the cold than others, thanks to their natural adaptations.
I'm keen to hear your thoughts and questions about these specific rules. Let's use this thread to chat about any concerns or ideas you have.
Again, thanks for being such a fantastic group, and I can't wait to embark on this adventure with all of you!
Cheers,
The DM Team