| Post/Author/DateTime | Post |
|---|---|
| Roac04-16-08, 12:55 PM | The title says it all, I'm having trouble with the mechanics for an actual building fire. The most helpful thing so far have been the heat mechanics in the DMG and switching how hot based on distance from fire and intensity and using smoke inhalation rules. Even so with a fire thats in earlier stages and the weight of unconscious orphans bearing down it seems a little much for lvl 1s. Any one got any ideas they care to share? Just for the sake of clarity Its entirely an option for the PCs to do this they are outside a burning orphanage people are gawking and the militia are busy watering down adjacent buildings to stop it from spreading. This is meant to be a heroic thing in a more mundane sense that works as an option and I'm aware it should be difficult decision and job and the players will not be worse off for helping. I'm just trying to get rules and mabye a little help on softening it up so its not a paladin mouse trap. THANKS! |
| tharivol26604-16-08, 02:29 PM | for the actual system of how much burns and when i would just set it up round by round and follow that. as for whether or not it is too much depends on the time since it started to burn, how many orphans need saving, the state of the orphans and whether or not they would be getting any help. |
| Roac04-16-08, 02:53 PM | How would it burn from round to round? Its a smallish building and the PCs will get there pretty quick but they will get NO help. as for the orphans the number may change but i was thinking three unconscious one conscious but trapped/scared as far as rescuing. I was thinking of maybe giving some sort of break bonus on saves for heat damage if they run out one orphan at a time but idk about this. |
| Holy_Beholder04-16-08, 09:03 PM | A group could probably handle it, although the whole "orphans" thing gets ridiculous. Just have it be a bunch of children, with some orphans. Maybe 4 children, 1 of which is an orphan. With 2 unconscious. That way things would be easy enough, provided the players play smart(taking a wet blanket and draping it over yourself to shield from heat works well.) |
| Space_Dragon04-17-08, 12:14 AM | Create Water is a zero level spell. It only creates a small amount at first level, but used strategically, it can be used to keep the fire at bay for a few vital minutes while the PC's pass through burning rooms. |
| Zyme8604-17-08, 02:36 PM | simple answer, bladeproof skin feat (UA) DR 3/B |
| Slimgauge04-17-08, 03:09 PM | simple answer, bladeproof skin feat (UA) DR 3/B Sorry, that doesn't help. Fire damage is energy damage and according to the Online SRD section on damage reduction (http://www.d20srd.org/srd/classes/barbarian.htm#damageReduction) Damage Reduction A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. |
| Roac04-18-08, 11:30 AM | A group could probably handle it, although the whole "orphans" thing gets ridiculous. Just have it be a bunch of children, with some orphans. Maybe 4 children, 1 of which is an orphan. With 2 unconscious. That way things would be easy enough, provided the players play smart(taking a wet blanket and draping it over yourself to shield from heat works well.) As for the orphans it makes sense in the sense of the story (anti arcane world, they showed signs of sorcerous power and were given up to the orphanage which was set fire to believing they brought a dark curse on the town, not sure if I want to let the PCs in on this nugget quite yet though) but I see where your coming from, I guess I'd have to take into account why all the orphans aren't dead though. I'm more just worried about the lack of prep time they have though I could put a well nearby for said wet draped blankets . . . thanks for the advice! |
| Werral04-20-08, 11:36 AM | Well there could be a bucket chain throwing water on the fire, just nobody risking going in. That way if the heores decide to do the right thing they can grab a bucket and run. I would map out the orphanage like a dungeon and use the CR for traps - you know make various features (like a backdraft, smoke filled corridors, collapsing beams all mapped out and maybe timed too (so if they dither it actually gets harder)). Spot checks to notice bulging doors and so forth. Some of the older orphans could have blocked doors and stashed water (or even be using create water if they're sorcerers) but they're stuck unless the PC's help. But it's a bit more of a thinking exercise - the players have to think of solutions to get past the hazards. If the kids are kept together because of their magic then some of them may be orphans, while others were rejected by their parents or simply taken from them when they displayed arcane power. It could just be called "The Institute" (swear that's from a film) |
| Mesinock04-27-08, 05:07 PM | This secnario shouldn't be a problem at all (given you have set it up that the players arrive on the scene shortly after the fire breaks out). It just takes a little forsight, common sence and planing on the players part. If I was playing out this secnario as a player, I would soak my blanket and wrap a cloth around my mouth and nose before entering the building. Thus signifigantly reducing the heat and smoke inhalation effects. |
| Lancer_Bloodlust05-06-08, 08:15 PM | The effects of heat and such round by round as well as hazards are given in the DMG II if you don't want to ad-lip the rules. If I remember correctly, they are kind of harsh. |