Damage from hazards
If a hazard (improvised or prepared) deals damage, ask yourself what it could likely do to a normal person.
| worst outcome | die |
|---|---|
| Bruises & scrapes, pain, light burns | d4 |
| Nasty flesh wounds, bruises, burns | d6 |
| Broken bones, bad burns, debilitating pain | d8 |
| Death or dismemberment | d10 |
Then, assign effects to the hazard according to its capabilities (choose all that apply):
| if... | effect |
|---|---|
| ... armor can't protect against it | ignores armor |
| ... it slices through leather/hide | 1 piercing, messy |
| ... it can tear metal apart | 3 piercing, messy |
| ... it knocks them down or around | forceful |
| ... it's big/vicious/scary | +2 damage |
| ... the PCs have taken precautions | disadvantage |
| ... it catches them off-guard | advantage |
Apply disadvantage to the damage roll if the PCs knew (or suspected) about the hazard and proactively did something to protect themselves. For example, if the hazard is a poisonous gas and they cover their faces and mouths with damp cloth before entering it, impose disadvantage on the damage roll. By contrast, if the hazard catches them flat-footed, hurting them even before they realize it's there, then apply advantage to the damage roll.