is it -Help, im on fire! or just -am i burning again?

MindBlast

First Post
According to the rules on setting things on fire, all a fire does is a D6 fire damage per turn (possily +1 if you're a pyro...).

Can this really be correct?
I mean, if someone came into the hospital with 3'rd degree burns(charred skin & already dying from toxins in his blood) i wouldnt likely say "stop complaining, thats just a D6 damage you WIMP!".

So seriously, is a D6 the most a fiery inferno can do?

Does the size of the fire have absolutely nothing to do with it?
(try stepping even close to a bonfire, if you doubt..)

Help?

Im ruling that if you fail your save you take an additional D6 next turn, and so on.. But i hate making up own rules, and would like some hints on how its supposed to be done..

I must have missed something, or at least i hope so.
(if possible, say which book & page #)
:confused:
 

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Well consider a few facts:

1) Most of the people in the world are probably 1st level commoners, experts, or warriors. This would give them average hp scores of 2, 3, and 5 (not counting Con modifiers).

2) 1d6 for these folks is nothing to sneeze at.

3) 3E uses a highly abstract system of phsyical damage. It is really not possible to rationalize it in the real world. Consider the following things a 20th level raging barbarian can easily do:

a) Jump off a 200 ft cliff head first and survive
b) Go for a refreshing dip in a pool of lava for 12 seconds or so
 

DMG p.86 "Catching on Fire" sidebar at the bottom. The rule is there for someone catching fire, a d6 every turn can lead to some very serious damage if one is unable to put themselves out.
 

Dash Dannigan said:
DMG p.86 "Catching on Fire" sidebar at the bottom. The rule is there for someone catching fire, a d6 every turn can lead to some very serious damage if one is unable to put themselves out.

Too bad most all fire-related spells don't actually set someone on fire. Sorta doesn't make sense.
 

Kershek said:
Too bad most all fire-related spells don't actually set someone on fire. Sorta doesn't make sense.

Here's a list of spells that do ignite (they say so specifically in their spell description, otherwise a spell does not do so):

FLame Dagger
Flame Blade
Flaming Sphere
Flame Arrow (if shot as flaming projectiles)
Fire Seeds
Fireball

That's just an at-a-glance at the phb (though flame dagger is in the Magic of Faerun). Quite a few actually.
 

Dash Dannigan said:


Here's a list of spells that do ignite (they say so specifically in their spell description, otherwise a spell does not do so):

FLame Dagger
Flame Blade
Flaming Sphere
Flame Arrow (if shot as flaming projectiles)
Fire Seeds
Fireball

That's just an at-a-glance at the phb (though flame dagger is in the Magic of Faerun). Quite a few actually.

Fireball does not set people on fire - it never states that in the description. It only says it "sets fire to combustibles and damages objects in the area." The only way to set fire to something attended on a person with a fireball is if they rolled a 1 on their save.

The same with with all the other spells you list. Add Burning Hands to the list, too.

Unless you can find evidence otherwise....
 

Burning Hands, however, makes a specific note of setting stuff on fire, the specific condition being "if the flames touch them." A shirt being worn by someone damaged by fire I would HAVE to say has been "touched by" the flames. I learned from the Anti-magic field debacle that taking the rules too literally can make a person have leaps of logic that make little sense otherwise.
 

Henry said:
Burning Hands, however, makes a specific note of setting stuff on fire, the specific condition being "if the flames touch them." A shirt being worn by someone damaged by fire I would HAVE to say has been "touched by" the flames. I learned from the Anti-magic field debacle that taking the rules too literally can make a person have leaps of logic that make little sense otherwise.

The DMG page 86 states, "Characters exposed to burning oil, bonfires, and noninstantaneous magic fires such as a wall of fire might find their clothes, hair, or equipment on fire. Spells such as fireball or flame strike don't normally set a character on fire, since the headt and flame from these comea nd go in a flash."

Flame Blade: doesn't seem to be instantaneous
Flaming Sphere: doesn't seem to be instantaneous
Flame Arrow (if shot as flaming projectiles) - instantaneous
Fire Seeds: "10 mins/level or until used" - instantaneous
Fireball: instantaneous

Flaming Sphere looks like the best candidate that would actually require a DC 15 reflex save or be set on fire if they missed their initial reflex save to avoid taking damage from it.
 


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