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Legends and Lore - Nod To Realism
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<blockquote data-quote="Gentlegamer" data-source="post: 5757460" data-attributes="member: 2425"><p style="margin-left: 20px"></p> <p style="margin-left: 20px">The Steading is in a nasty damp area, where hard rain is a daily occurance and wet fogs a nightly event. All wood in the place is very damp. (Normal fires will only have a 2% chance per round of burning or setting the place afire, and even magical fires will have only an 8% chance per round of the same.) If the party should manage to set the upper works of the Steading aflame, they will be forced to wait a week before trying to discover a way into the lower (dungeon) level, for hot embers will prevent entry before this period of time. Note also that ALL loot from the upper works will be lost in such a fire, but that all giants from location 11 of the upper level will escape to safety in the lower level, going to location 26.</p><p>Where is the DM's fiat in this passage?</p><p>I am. AD&D Players Handbook (1978), page 73.</p><p>It's talking about items carried by a character, which is the same in first edition AD&D. At any rate, my example isn't about characters' equipment but the environmental collateral effects of the magical fire produced by a Fireball spell. AD&D (both editions) give clear guidelines about the properties of this magical fire, one that DMs and players alike form expectations and take actions on. In short, magical fire acts like real world fire (it burns stuff, including stuff you don't want it to), something players can apply their own experiences to during play. There's no DM's fiat (or as some might read it <em>arbitrariness</em>) in how (magical) fire affects the environment. It's 'realistic.'</p></blockquote><p></p>
[QUOTE="Gentlegamer, post: 5757460, member: 2425"] [indent] The Steading is in a nasty damp area, where hard rain is a daily occurance and wet fogs a nightly event. All wood in the place is very damp. (Normal fires will only have a 2% chance per round of burning or setting the place afire, and even magical fires will have only an 8% chance per round of the same.) If the party should manage to set the upper works of the Steading aflame, they will be forced to wait a week before trying to discover a way into the lower (dungeon) level, for hot embers will prevent entry before this period of time. Note also that ALL loot from the upper works will be lost in such a fire, but that all giants from location 11 of the upper level will escape to safety in the lower level, going to location 26.[/indent]Where is the DM's fiat in this passage? I am. AD&D Players Handbook (1978), page 73. It's talking about items carried by a character, which is the same in first edition AD&D. At any rate, my example isn't about characters' equipment but the environmental collateral effects of the magical fire produced by a Fireball spell. AD&D (both editions) give clear guidelines about the properties of this magical fire, one that DMs and players alike form expectations and take actions on. In short, magical fire acts like real world fire (it burns stuff, including stuff you don't want it to), something players can apply their own experiences to during play. There's no DM's fiat (or as some might read it [I]arbitrariness[/I]) in how (magical) fire affects the environment. It's 'realistic.' [/QUOTE]
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