Cleon
Legend
How about normal save DC if the damage is from a spell and a fixed DC for mundane fire damage (or 10+damage)?
I like 1d8 lethal as horrid wilting.
Hmm, let's have a look at the probabilities for the two approaches, using the same fire attacks and plantmen I used earlier (damage includes the +50% for plantmen's Vulnerability to Fire. Chief +5 Will save, sapling +0 Will save.), plus a couple of additions:
For Fear Fire DC = 10 + 1 per hit point.
Candle (1pt fire damage) DC 11; Chief saves 6+(75%), Sapling saves 11+ (50%)
Torch (4 fire damage) DC 14; Chief saves 9+(60%), Sapling saves 14+ (50%)
Flaming Sphere/Oil (10 fire) DC20; Chief saves 15+(30%), Sapling saves 20 (5%)
5-dice Fireball (25 fire) DC35; Chief saves 20 (5%), Sapling saves 20 (5%)
For Fear Fire DC = Spell DC, assuming minimum casting abilities.
Ray of Fire (0-level spell, Int 10) DC 10; Chief saves 5+(80%), Sapling saves 10+ (55%)
Burning Hands (1st-level, Int 11) DC 11; Chief saves 6+(75%), Sapling saves 11+ (50%)
Flaming Sphere (2nd-level, Int 12) DC13; Chief saves 8+(65%), Sapling saves 13+ (40%)
5-dice Fireball (3rd-level, Int 13) DC14; Chief saves 9+ (60%), Sapling saves 14+ (35%)
Ray of Fire is just a Ray of Frost cantrip that does fire damage. A 1st level Burning Hands does 1-6 damage to a plantman, once their Vulnerability to Fire is included, it averages out the same as 1d6.
The DC=10+hp version looks way too difficult to me, even the brave chiefs will be fleeing more than fighting when faced with fire wielding foes.
The DC=Spell DC version looks a lot better. the likelihood of the Plantmen saving seems a bit high, but it doesn't allow for superior casters with higher stats and spell DC boosting feats or items, which would significantly tip the odds against our vegetative friends.
So, how about DC = spell DC for magical fire, and a flat DC10 for nonmagical fire?