My wife and I recently spent a few days in Estes Park, Colorado, including a day in Rocky Mountain National Park. It's been easily 25 years since I've been to Denver (which we know is about 5,200' high) and until this weekend, that's the highest elevation I've ever visited, so the 7,500'+ of this elevation has been an eye-opener for me in terms of acclimation. So for the BXDMG, I decided I needed some Elevation & Acclimation rules. Some do exist in the d20 SRD, but I need them to match all the weather and camping stuff I'm working on, and the vibe of BX in general. As always, if you think something seems off or could use some tweaking, please let me know in the comments section. (BTW, the referenced "00" page numbers are placeholders until the layout is complete.)
Elevation & Acclimation
Higher elevations present unique challenges to travelers. Thinner air, colder conditions, and increased physical exertion make travel more demanding, particularly for those unaccustomed to mountain environments.
Those traveling at 7,500' or higher are subject to the following High Elevation Effects:
- Daily water requirements are doubled.
- Additional rest is required until acclimated.
- Weather becomes colder and windier.
- Fire requires more frequent tending.
Elevation Strata (Elevation Bands)
Elevation is divided into broad bands that identify when the effects of high elevation begin to matter. Although mountains become progressively more demanding with increasing elevation, the effects of high altitude generally do not become significant until approximately 7,500 feet, at which point the High Elevation rules apply.
Water Requirements
At High Elevations, thinner air and increased exertion cause water to be lost more rapidly. All creatures require twice their normal daily amount of water to avoid the effects of dehydration (see p.00). This effect is independent of acclimation and applies to all creatures.
Acclimation & Rest
When a character first enters a higher Elevation Band where acclimation is required, they must spend time adjusting to the thinner air of that Elevation Band or they suffer additional penalties. Unacclimated characters must rest 1 turn after every 2 turns of travel or strenuous activity (instead of the normal rest schedule for overland movement).
Consult the table below to determine the number of consecutive days required based on the character's Constitution. Until acclimated, the character suffers all High Elevation effects. Because a traveling party can move no faster than its least-acclimated member, all party members must become acclimated before these penalties no longer apply during travel.
If an unacclimated character continues traveling or performing strenuous activity without taking the required rest, they must save vs. paralysis at the end of each additional turn. Failure results in a cumulative –1 penalty to attack rolls, damage, saving throws, and ability checks (maximum –4), and the character takes 1d4 points of damage from exhaustion. One full hour of rest removes one penalty, but hit points are regained at the normal rate. A character who ascends into a higher Elevation Band before becoming acclimated to the previous band suffers a cumulative –1 penalty on all altitude-related saving throws and checks.
Once a character becomes acclimated to an Elevation Band, this additional rest requirement is removed while in that Elevation Band. The other environmental effects of High Elevation (increased water needs, weather adjustments, fire behavior) remain in effect.
If an unacclimated character descends to an elevation band to which they are already acclimated—or below 7,500 feet—the rest requirement of High Elevation ceases immediately. Time spent at the lower elevation does not count toward acclimation to the higher band.
A character retains acclimation for one week after leaving an elevation band. After that time, acclimation is lost, and the character must acclimate again before gaining its benefits.
BEASTS OF BURDEN: Horses, mules, and other beasts of burden also require time to acclimate to high elevations. Unless otherwise noted, treat them as requiring the same acclimation period as a character of average Constitution. Creatures naturally adapted to mountainous regions may ignore this requirement at the DM's discretion.
Weather Adjustments
At High Elevations, temperatures are generally colder and winds more persistent than at lower elevations. Treat the Daily Temperature as one step colder, and assume at least a Moderate Wind in exposed areas unless the DM determines otherwise (see p.00). Mountain ridges, passes, and peaks commonly experience Strong Winds, while Gales are frequent during severe weather.
Fire Tending
At High Elevations, thinner air makes fires more difficult to maintain. Fires ignite less readily, burn less vigorously, and consume fuel less efficiently, requiring more frequent attention to keep them burning. Use the table below in place of the standard fire-tending intervals (on p.00).
Additional Considerations
VISIBILITY: Higher elevations often provide excellent visibility. Long sight distances make it easier to spot landmarks, camps, trails, and approaching creatures, but also make travelers more conspicuous. Parties moving along exposed ridges or skylines are much harder to conceal than those in forests, valleys, or broken terrain.
SOUND: In the thin, open air of high mountains, sounds often carry surprising distances. Voices, hammering, horns, and other loud noises may be heard far beyond their normal range at the DM's discretion.
FOOD AVAILABILITY: Above the treeline, treat all Foraging, Hunting, Trapping, and Fishing attempts as one terrain category less favorable than normal (to a minimum of Barren/Broken Land), unless local conditions suggest otherwise.
TRAVEL ROUTES: Routes are often indirect. Cliffs, ravines, glaciers, and mountain passes may force lengthy detours despite short distances "as the crow flies."
INCREASED HAZARDS: High elevations offer little natural shelter. Additionally, travelers are more likely to encounter steep slopes, cliffs, scree, glaciers, and narrow passes, where weather, wind, and falls become greater hazards.












