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General Tabletop Discussion
*Pathfinder & Starfinder
Starting fires.... (Stormwrack question)
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<blockquote data-quote="phindar" data-source="post: 3358847" data-attributes="member: 37198"><p>I can't. I would think that Fireballs would be less likely to start a fire than a Wall of Fire, which is radiating fire damage for 10' for Concentration+1 number of rounds. That means a caster could put a Wall of Fire on a ship (say, an unattended one to make this easy), and eventually <em>sink the ship from Fire damage</em> without ever actually setting any fires. (Granted, it would take some doing to surpass the Hardness of the ship, like putting the wall in place, sailing the ship halfway through it and leaving it there. My point isn't that its practical, only possible.) </p><p></p><p>Fire Storm states that grass, growth and underbrush are not affected if the caster doesn't wish them to be, which seems to imply that everything else would be, and that if the caster doesn't like the underbrush he can willingly fry that as well. So I'm not sure what the rationale is there. It seems odd to me that Clr/Drd spells are less likely on the whole to start fires. </p><p></p><p>Here's what I'd do: Ignore the list. Anytime there is a circumstance with a long list of spells with individual effects listed, I ignore it, because I know I'm not going to be able to grind play to halt everytime someone casts a spell that may or may not even be on it. "Are you casting Fire Seeds or Fire Storm? It matters!" Why would I even look to see if Lightning Bolt is on it, LB isn't a Fire spell...</p><p></p><p>The only thing I would use is the Fire Check table on pg 31. Rules have to be simple enough that I can remember them. Something like, No Instananeous spells start fires, other spells are DC 10+spell lvl+1 per round spent burning.</p></blockquote><p></p>
[QUOTE="phindar, post: 3358847, member: 37198"] I can't. I would think that Fireballs would be less likely to start a fire than a Wall of Fire, which is radiating fire damage for 10' for Concentration+1 number of rounds. That means a caster could put a Wall of Fire on a ship (say, an unattended one to make this easy), and eventually [i]sink the ship from Fire damage[/i] without ever actually setting any fires. (Granted, it would take some doing to surpass the Hardness of the ship, like putting the wall in place, sailing the ship halfway through it and leaving it there. My point isn't that its practical, only possible.) Fire Storm states that grass, growth and underbrush are not affected if the caster doesn't wish them to be, which seems to imply that everything else would be, and that if the caster doesn't like the underbrush he can willingly fry that as well. So I'm not sure what the rationale is there. It seems odd to me that Clr/Drd spells are less likely on the whole to start fires. Here's what I'd do: Ignore the list. Anytime there is a circumstance with a long list of spells with individual effects listed, I ignore it, because I know I'm not going to be able to grind play to halt everytime someone casts a spell that may or may not even be on it. "Are you casting Fire Seeds or Fire Storm? It matters!" Why would I even look to see if Lightning Bolt is on it, LB isn't a Fire spell... The only thing I would use is the Fire Check table on pg 31. Rules have to be simple enough that I can remember them. Something like, No Instananeous spells start fires, other spells are DC 10+spell lvl+1 per round spent burning. [/QUOTE]
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Starting fires.... (Stormwrack question)
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