Chapter 06 · Core Rules
Environment and Physical Hazards
Philosophy
The GM converts every physical hazard into a prescribed chance roll, a Save against a DC, or damage. The table below provides benchmarks for those decisions.
Natural hazards do not scale. A 60-foot fall deals the same damage to a peasant and a level 9 hero. Because HP grows exponentially, the ordinary world becomes gradually less dangerous to epic characters. At level 9, a character can leap from a cliff and survive.
Damage Benchmarks
| Hazard | Benchmark |
|---|---|
| Falling | 1d6 per 10 feet; the target falls prone (DC 15 Reflex to land standing when a safe landing is plausible) |
| Ordinary fire (torch, bonfire) | 1d6 per tick of exposure |
| Inferno or bed of embers | 3d6 per tick; Reflex to cross quickly |
| Drowning / suffocation | A character lasts (CON) minutes; then DC 10 Fortitude per round, +5 per roll; three failures = dying |
| Unprotected extreme cold | DC 12 Fortitude per hour; failure = −10% maximum HP and a cumulative −1 to physical rolls |
| Extreme heat | As extreme cold: DC 12 Fortitude per hour |
| Acid, lava, natural lightning | 2d6 to 10d6 per tick based on intensity; the GM announces it before the player commits |
Movement Benchmarks
- Difficult terrain—scree, swamp, deep snow—halves speed.
- Climbing and swimming halve speed. Use a prescribed chance roll in poor conditions; do not roll in good conditions.
- Jumping: length = 1× speed; height = ¼ speed. Feats and magic can change these ratios.
The Method in One Line
For anything absent from the table, ask: “How likely is this to go wrong, and how much would it hurt?” Announce both answers, then let the player decide. An announced danger is a choice; a hidden danger is a trap, and traps use the perception rules in the Perception and Stealth chapter.