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Fighters vs. Spellcasters (a case for fighters.)
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<blockquote data-quote="Manbearcat" data-source="post: 6208286" data-attributes="member: 6696971"><p>Unfortunately you've played under some GMs who didn't take the time to understand the trap/hazard/terrain system. The math is explicit and there are plenty of examples in the DMGs to assist in creating of-level fire challenges with explicit rules guidance for the usage of "burn" and "spreading" effects. Dragon magazine expands on the hazard system, significantly. Something like a Raging Fire is ridiculously easy to create (and there is one created for you):</p><p></p><p>- Size: n * n squares upon ignition.</p><p>- Trigger: Target enters or begins its turn in, or adjack6ent to, the fire.</p><p>- Attack: Level + 4 vs Ref (combat advantage if you're in fire).</p><p>- Damage: Of-level low damage expression + tier-based ongoing fire (save ends)</p><p>- Miss: half damage on miss and no ongoing</p><p>- Special: Concealment within 2 squares of fire. At the end of each round the fire spreads to 1d4 squares at random.</p><p>- Countermeasures: Of-level acrobatics check and attacks with water destroy the squares of fire</p><p></p><p>Done. That took me a few minutes to write-up, would have been simple to compose on the spot with the fundamental math, and it wasn't made up. That is just using the math and fundamentals of the trap/hazard system. If someone can't be bothered with learning the system, then there are plenty of traps/hazards available in the magazines if they just want to rip those for minimal mental overhead.</p><p></p><p>I don't know how many fire hazards and single-use terrain features I've improvised over the years using that system but its more than a few.</p><p></p><p>The trap/terrain/hazard system appears to be as oft-used as the Disease/Curse/Condition Track system. Both are great tools for facilitating various aspects of play.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6208286, member: 6696971"] Unfortunately you've played under some GMs who didn't take the time to understand the trap/hazard/terrain system. The math is explicit and there are plenty of examples in the DMGs to assist in creating of-level fire challenges with explicit rules guidance for the usage of "burn" and "spreading" effects. Dragon magazine expands on the hazard system, significantly. Something like a Raging Fire is ridiculously easy to create (and there is one created for you): - Size: n * n squares upon ignition. - Trigger: Target enters or begins its turn in, or adjack6ent to, the fire. - Attack: Level + 4 vs Ref (combat advantage if you're in fire). - Damage: Of-level low damage expression + tier-based ongoing fire (save ends) - Miss: half damage on miss and no ongoing - Special: Concealment within 2 squares of fire. At the end of each round the fire spreads to 1d4 squares at random. - Countermeasures: Of-level acrobatics check and attacks with water destroy the squares of fire Done. That took me a few minutes to write-up, would have been simple to compose on the spot with the fundamental math, and it wasn't made up. That is just using the math and fundamentals of the trap/hazard system. If someone can't be bothered with learning the system, then there are plenty of traps/hazards available in the magazines if they just want to rip those for minimal mental overhead. I don't know how many fire hazards and single-use terrain features I've improvised over the years using that system but its more than a few. The trap/terrain/hazard system appears to be as oft-used as the Disease/Curse/Condition Track system. Both are great tools for facilitating various aspects of play. [/QUOTE]
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