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Legends and Lore - Nod To Realism
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<blockquote data-quote="LostSoul" data-source="post: 5759376" data-attributes="member: 386"><p>Catching on Fire via the 3.5 SRD:</p><p></p><p style="margin-left: 20px">Catching on Fire</p> <p style="margin-left: 20px">Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash.</p> <p style="margin-left: 20px">Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.)</p> <p style="margin-left: 20px">A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus.</p> <p style="margin-left: 20px">Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.</p><p></p><p>I wouldn't call those realistic.</p><p></p><p>Fireball says "The fireball sets fire to combustibles and damages objects in the area." Since there are rules for catching on fire, we should use those. When we look up those rules, it leaves out objects catching on fire - except "clothes or equipment". It doesn't say that unattended objects catch on fire, so by RAW, they don't. (Though they can take fire damage and be destroyed, as per the rules governing damaging objects.)</p><p></p><p>Objects that don't burn - an ironwood staff, for example - catch on fire if you fail the DC 15 Reflex save. Since its hardness means it's impervious to flame, and unattended objects always fail saves, if you drop that burning ironwood staff it will burn forever.</p><p></p><p>If you want something to catch on fire - putting a log in a fire, for example - you <strong>must</strong> make a DC 15 Reflex save. Good luck starting a camp fire, high-level Rogues! ("Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result." No mention of effects that aren't spells.)</p><p></p><p>*</p><p></p><p>Or, you know, you could have the DM make a judgement call.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5759376, member: 386"] Catching on Fire via the 3.5 SRD: [indent]Catching on Fire Characters exposed to burning oil, bonfires, and noninstantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don’t normally set a character on fire, since the heat and flame from these come and go in a flash. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character’s clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he’s no longer on fire.) A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character.[/indent] I wouldn't call those realistic. Fireball says "The fireball sets fire to combustibles and damages objects in the area." Since there are rules for catching on fire, we should use those. When we look up those rules, it leaves out objects catching on fire - except "clothes or equipment". It doesn't say that unattended objects catch on fire, so by RAW, they don't. (Though they can take fire damage and be destroyed, as per the rules governing damaging objects.) Objects that don't burn - an ironwood staff, for example - catch on fire if you fail the DC 15 Reflex save. Since its hardness means it's impervious to flame, and unattended objects always fail saves, if you drop that burning ironwood staff it will burn forever. If you want something to catch on fire - putting a log in a fire, for example - you [b]must[/b] make a DC 15 Reflex save. Good luck starting a camp fire, high-level Rogues! ("Voluntarily Giving up a Saving Throw: A creature can voluntarily forego a saving throw and willingly accept a spell’s result." No mention of effects that aren't spells.) * Or, you know, you could have the DM make a judgement call. [/QUOTE]
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