Mapmaker wrote:
I can see how the effects would worsen in vacuum exposure (realistically, a person would pass out in 14 seconds or less and freeze quickly thereafter), but not necessarily the types mentioned; in this case, I'm thinking simpler would be better; one less thing to track.
To my mind, in other environments it would reflect that once your initial resistance is overcome, it gets worse faster. After the first mouthful of water, it's harder to keep from taking in more. The longer you're breathing in toxic gas, the more it effects you. That sort of thing. And the longer you go without breathing, the worse you function. (Which would lead to a different possiblity... rather than increasing the damage, the save could get worse each turn...)
It doesn't have to be any harder to track than, say, Force Corruption, or any number of similar effects in CCGs. Drop a counter on the character's card for each consecutive turn that they remain in (or move through) the terrain, and add 10 points of damage for each counter (or increase the save value by, what? 2 points?).
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If we assume the 10/20/30 damage for toxic gas/deep water pressure/vacuum, I think a force user save for -10 damage is reasonable. I hesitate to make force users universally more resilient in this way, but we saw Obi-wan and Qui-Gon walk out of a cloud of toxic gas unharmed, and the EU has other examples of them dealing with these hazards.
That was my thought as well. In both the movies and the books we see Jedi tackling hazardous environments either with their handy pocket respirator or just by refusing to breath until they're somewhere safe again.
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I would still recommend letting droids, pilots, and mini in sealed suits, etc avoid the damage altogether. It doesn't make sense, for example, for R2-D2 or a TIE fighter pilot take exposure damage--and it's easier to track "immune or not" than to make a roll for all these minis every round.
I was thinking more that their protection could potentially fail, particularly if you're including toxic gases in the mix. But you're probably right in that it's unnecessary complexity. The main concern here would be that different squads/factions would suffer from wildly differing levels of disadvantage from this sort of map.
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I'd also enjoy a rule that causes forced outward movement to any miniature next to an airlock door that gets overrided open, but that's a layer of complexity too far, I think, and increases the potential for abuse.
This would also start adding complications if you're trying to lump all of the hazardous terrain into the same category. Opening a door to vacuum would push characters towards the door. Opening it to water would push them away from it. And opening it to gas would probably have no particular effect.