prosfilaes
Adventurer
The rules don't say your character is virtually immune to non-magical fire. The rules say nothing at all about what's a good damage value.
That's not at all true. The rules are filled with instructions as to what the right damage value is. Over and over they tell you if this creature hits you with this weapon, it should be this damage. Page 128 of D&D 3.5 gives one fire-based example; alchemist fire does 1d6 this turn and 1d6 the next.
Why I am I wasting my time leveling up if it's a lie? Getting more hit points is not about getting higher precision on the hit points. It's about being able to take more damage. If we're going to play a game where characters are pages and pages of numbers and mechanical notes, they've got to mean something.Why should they? HP are an abstraction, it's up to the DM to decide how dangerous the fire is to the characters.
And here's where I get confused. I do not expect the heat of a candle flame to do the same amount of damage as a magnesium fire. I expect a fire in an empty wooden house to do a lot less damage than one full of straw and with barrels of pitch stored in the corner.
Which is beside the point. If you want to say that a barn full of straw and with barrels of pitch does 7d6 damage a round, then go for it, and as long as you try and be consistent, I'm not going to complain. That's simulationist. What I'm complaining about it is:
D&D 4E lets you set narrative damage for fire. Want people to be panicking? Go to page 42 chart, pick a moderate or high damage type, make that the environmental damage for being in the firefield.
As a player, I'm stuck in a simulationist role in D&D. I'm objecting to games where the DM can arbitrarily ignore simulation and set a fire to be as powerful as they want, to hell with any known properties of fire and PCs in the universe, because it furthers the narrative but if my character wants to tie a rope to the bannister, swing down, grab the innocent victim and swing out of the barn, I've got to make simulationist skill checks about tying ropes and swinging and grabbing and the whole bit.
As the DM, you've got the power to define the world as you want. If you want to declare this is full of barrels of pitch that make this fire especially dangerous, go for it. Pack it full of gnomish fireworks, or add in a rod of the archmagi that will blow up if it catches, or enchant the whole thing so when the fire does enough damage to the barn, everything including the innocent victims is getting sucked into the Negative Energy Plane.
Just don't start setting values based on narrative. If we encounter a burning barn at first level, and another one at 7th, it shouldn't simply do more damage with no justification.
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