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Flaming Bat, Man!
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<blockquote data-quote="TheLordWinter" data-source="post: 4306010" data-attributes="member: 63181"><p>Technically speaking from what Rodney Thompson had said before on the Paizo message boards, an encounter ends when you say it does: so if the PCs are still on fire when the monsters are dealt with, you can easily rule that a key part of that encounter (being on fire) is still going. Let your PCs either try to help put one another out (Heal Check DC 15) or to find water (automatic success on a save) or actively stop and roll on the ground (+2 bonus on saving throw). Those are just a few thoughts and aren't exactly how it has to go, and you could as easily say the encounter ends and they all dump their waterflasks over their heads.</p><p></p><p>On your second item, I would handle this with a heal check as well. I personally don't like letting Healing Word heal someone anyways, and I'm glad to know it isn't supposed to work this way or at low-level the adventurers could just push themselves long past running out of healing surges. In this case though, since your PCs want to spend some of their resources on the guy I say go for it. Just remember that NPCs do technically have healing surges, a number equal to their tier (I believe I came across this in the DMG, I can find a page reference if you'd like).</p><p></p><p>This can also be a situation where you can hand-wave it. Perhaps the NPC is dying but not "dying" as per the PHB entry and so when your PCs tend to him, it's enough to bring him back from the brink for story purposes. While it wouldn't work on their fellow characters, it's good enough for a plot NPC. </p><p></p><p>As for the other question which arose about the level of detail for NPCs, there isn't technically a right way or a wrong way - there's a very detailed way and a sufficient way. This time around, the DMG presumes you'll just do what is sufficient - if the NPC is going to be an enemy he'll have a couple of higher level powers and maybe an enchanted weapon and then he's good to go. If he's tougher he'll also have a template. You don't need every detail since more often than not every detail won't come up - will this NPC need the religion skill? Then he's got it. Will there exist the possibiliy that this NPC might need the religion skill? Then he'll have it or not as it turns up over the course of the story.</p></blockquote><p></p>
[QUOTE="TheLordWinter, post: 4306010, member: 63181"] Technically speaking from what Rodney Thompson had said before on the Paizo message boards, an encounter ends when you say it does: so if the PCs are still on fire when the monsters are dealt with, you can easily rule that a key part of that encounter (being on fire) is still going. Let your PCs either try to help put one another out (Heal Check DC 15) or to find water (automatic success on a save) or actively stop and roll on the ground (+2 bonus on saving throw). Those are just a few thoughts and aren't exactly how it has to go, and you could as easily say the encounter ends and they all dump their waterflasks over their heads. On your second item, I would handle this with a heal check as well. I personally don't like letting Healing Word heal someone anyways, and I'm glad to know it isn't supposed to work this way or at low-level the adventurers could just push themselves long past running out of healing surges. In this case though, since your PCs want to spend some of their resources on the guy I say go for it. Just remember that NPCs do technically have healing surges, a number equal to their tier (I believe I came across this in the DMG, I can find a page reference if you'd like). This can also be a situation where you can hand-wave it. Perhaps the NPC is dying but not "dying" as per the PHB entry and so when your PCs tend to him, it's enough to bring him back from the brink for story purposes. While it wouldn't work on their fellow characters, it's good enough for a plot NPC. As for the other question which arose about the level of detail for NPCs, there isn't technically a right way or a wrong way - there's a very detailed way and a sufficient way. This time around, the DMG presumes you'll just do what is sufficient - if the NPC is going to be an enemy he'll have a couple of higher level powers and maybe an enchanted weapon and then he's good to go. If he's tougher he'll also have a template. You don't need every detail since more often than not every detail won't come up - will this NPC need the religion skill? Then he's got it. Will there exist the possibiliy that this NPC might need the religion skill? Then he'll have it or not as it turns up over the course of the story. [/QUOTE]
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