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Rules workshop: Fire!! Fire! Fire!!!!
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<blockquote data-quote="Michael Morris" data-source="post: 6792514" data-attributes="member: 87"><p>Throwing a fire spell into a room full of kindling has the potential to start small blazes, but the core game does expand on this much. This is a rule needing testing to formalize the consequences of pyromania.</p><p></p><p>When a fire spell with an area of effect is cast there is a chance of starting unattended blazes. One such blaze will start for every fire damage die that comes up on max damage (meaning spells with mixed damage types need the dice differentiated. However, doing it this way does prevent the need of an additional role). The fires appear in unoccupied spaces, if minis are used each one occupies a 5' space.</p><p></p><p>On initiative count 20 (losing ties) roll a d20. On 1-10, 1d6 of the fires dies out. On 11-15 no change, though 1d6 fires may move 1 square (DMs option). On 16-19 a new fire appears adjoining an existing on, on 20 two new fires appear.</p><p></p><p>Fires have disadvantage in wet conditions or when fuel isn't abundant. They have advantage in dry conditions or with abundant fuel (late fall in many deciduous forest areas). When fires are on advantage and both dice come up 16-19 two new fires start, three are started if both are higher than 16 and one is a 20 and if both come up 20 four new fires start.</p><p></p><p>Fires deal 1d6 fire damage to any starting their turn in their area. They move one square at a time. </p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Michael Morris, post: 6792514, member: 87"] Throwing a fire spell into a room full of kindling has the potential to start small blazes, but the core game does expand on this much. This is a rule needing testing to formalize the consequences of pyromania. When a fire spell with an area of effect is cast there is a chance of starting unattended blazes. One such blaze will start for every fire damage die that comes up on max damage (meaning spells with mixed damage types need the dice differentiated. However, doing it this way does prevent the need of an additional role). The fires appear in unoccupied spaces, if minis are used each one occupies a 5' space. On initiative count 20 (losing ties) roll a d20. On 1-10, 1d6 of the fires dies out. On 11-15 no change, though 1d6 fires may move 1 square (DMs option). On 16-19 a new fire appears adjoining an existing on, on 20 two new fires appear. Fires have disadvantage in wet conditions or when fuel isn't abundant. They have advantage in dry conditions or with abundant fuel (late fall in many deciduous forest areas). When fires are on advantage and both dice come up 16-19 two new fires start, three are started if both are higher than 16 and one is a 20 and if both come up 20 four new fires start. Fires deal 1d6 fire damage to any starting their turn in their area. They move one square at a time. Thoughts? [/QUOTE]
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