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General Tabletop Discussion
*Dungeons & Dragons
Good Smoke Rules?
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<blockquote data-quote="Chocolategravy" data-source="post: 6473756" data-attributes="member: 6778085"><p>I don't have a good grasp on the lethality of smoke, but I know it's a lot more of a problem than the current rules make it out to be. Things like eversmoking bottle impose nothing but obscurement for instance. I've pulled out Flash Point before but it isn't ideal for a lot of situations.</p><p></p><p>I think something like...</p><p>- potential to incapacitate</p><p>- potential to kill</p><p>- potential to blind temporarily</p><p>- potential to confuse</p><p>- other effects based on type of smoke</p><p>- be able to adjust rate</p><p></p><p>For instance in a typical case where a dungeon has been filled with smoke, PCs should have no chance of being incapacitated immediately but after 10 rounds of exposure they should show signs of being weakened and some may be incapacitated. Thick smoke should effectively blind (which weirdly doesn't reduce movement.)</p><p></p><p>Throwing this into a skill challenge wouldn't work as there can be combat involved. The suffocation rules are fine for a sitting character but horrible for an active one and I don't even want to use them for suffocation. Holding your breath for 6 minutes while running around and fighting is Superman levels of silly.</p><p></p><p>I'm tempted to use the exhaustion rules with a save every round with a DC 10 CON ABILITY check for "normal" thick smoke, going up from there for thicker or more toxic smoke. This exhaustion is removed at 1 level per round while not breathing smoke. However, while it parallels other games version of smoke rules, I don't like it all that much. Anyone have a better one?</p></blockquote><p></p>
[QUOTE="Chocolategravy, post: 6473756, member: 6778085"] I don't have a good grasp on the lethality of smoke, but I know it's a lot more of a problem than the current rules make it out to be. Things like eversmoking bottle impose nothing but obscurement for instance. I've pulled out Flash Point before but it isn't ideal for a lot of situations. I think something like... - potential to incapacitate - potential to kill - potential to blind temporarily - potential to confuse - other effects based on type of smoke - be able to adjust rate For instance in a typical case where a dungeon has been filled with smoke, PCs should have no chance of being incapacitated immediately but after 10 rounds of exposure they should show signs of being weakened and some may be incapacitated. Thick smoke should effectively blind (which weirdly doesn't reduce movement.) Throwing this into a skill challenge wouldn't work as there can be combat involved. The suffocation rules are fine for a sitting character but horrible for an active one and I don't even want to use them for suffocation. Holding your breath for 6 minutes while running around and fighting is Superman levels of silly. I'm tempted to use the exhaustion rules with a save every round with a DC 10 CON ABILITY check for "normal" thick smoke, going up from there for thicker or more toxic smoke. This exhaustion is removed at 1 level per round while not breathing smoke. However, while it parallels other games version of smoke rules, I don't like it all that much. Anyone have a better one? [/QUOTE]
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Good Smoke Rules?
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