Hey guys!<br /><br />By naturally occuring I mean (for example), sulfuric acid pools created through volcanism. <br /><br />I am running into a bit of a problem concerning damage and how to apply it to naturally occuring acidic sources. I used the 'search' function and could not find anything that would help me define a generalized damage alottment system to this. So I was wondering if I could get some input from the community about it? :)<br /><br />Here's my dilema: If you have an acid with a pH of 1.0 (battery acid) all the way down to 0.1 (concentrated sulfuric acid) the damage accociated with that is fairly subjective. Length of exposure is a major factor for example not just simply the pH involved and in the case of sulfuric acid, the rate of damage is different for organic matter than it is for inorganic matter.<br /><br />This would be the same dilema we'd have for a caustic base as well. so if we can define this in suitable game terms we could kill two birds with one stone maybe.<br /><br />What I need is a general way to distribute damage in game terms. 1d10 seems too much to assign a 1.0 pH acid for example, if it is only in contact for a few seconds before being adequately flushed/treated...but 1d10 also seems too little if it isn't adequately flushed/treated. Seems there should be a sliding scale starting at pH 1.0 and going down thusly: 0.9, 0.8, etc. 1d10 per step seems excessive...<br /><br />Anyway, thoughts? Or is this already covered somewhere and I'm just missing it? If so, can someone please point me in the right direction? :)<br /><br /><br />Thanks!<br /><br />Rollo
- Log in to post comments