Switching DM and being on fire

mistig

First Post
Hello everybody,

A few weeks ago my gaming group started a homebrew D&D campaign. We're all relatively new to roleplaying games and this brought us to a problem. The thing is none of us wants to run a full campaign so we decided on switching DM every few weeks. My question is if anyone has experience with this, and knows how to make the campaign feel consistent and fun.

I would also like some input on voluntairily being set on fire. I'm thinking about 1-3 ongoing fire damage but when would this fire end? Does it go on until the PC decides to start saving throws or would it die out after a few minutes?

English is not my first language so I apologise in advance for any mistakes I might make.
 

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To be consitent with the non-magical fire hazards I see in adventures, I believe 5 ongoing would be more in line, but the DM is well within his rights to alter the number to encourage an interesting strategy. As for how to end it, if the fire had come from an attack that gave ongoing damage save ends, there would be no choice but to try to save every turn. If this fire doesn't come from a power, but it's just some PCs holding torches to their friend or something like that, the DM can make up the terms of the effect. I think I would give it a time limit. "You are on fire until you either start trying to save, or for X seconds/minutes, at which point you must start trying to save." You could even decide how much of their clothing is burned based on how long they are on fire, but you'd have to decide if that will be more fun or more of a punishment.

As for switching DMs, I don't have direct experience with this, but I would suggest designing the campaign in modular sections. Don't switch DMs until the given adventure is over the PCs have moved on to a new area. That way a new DM has a new town, new monsters, and new environments to call his own. If there is more of an ongoing story, you could have the old DM and new DM meet for an hour or so and make sure they are on the same page.
 

Hello everybody,

Welcome!

A few weeks ago my gaming group started a homebrew D&D campaign. We're all relatively new to roleplaying games and this brought us to a problem. The thing is none of us wants to run a full campaign so we decided on switching DM every few weeks. My question is if anyone has experience with this, and knows how to make the campaign feel consistent and fun.

I have no direct experience with it, although I know some other groups do this and it can be made to work.

I think I would recommend the following approach:

- Switch DMs at the end of an adventure, or other obvious break-point. Don't try to switch DM in the middle of the action!

- Every player (and DM) creates a character, but the character of whoever is currently the DM gets left home. DM-PCs come with their own problems. However, the character who is left behind still gets an equal share of an XP and gold rewards (just assume he's been off doing something else in the background).

I would also like some input on voluntairily being set on fire. I'm thinking about 1-3 ongoing fire damage but when would this fire end? Does it go on until the PC decides to start saving throws or would it die out after a few minutes?

In 4e, such a thing would typically be a fixed amount of ongoing damage (based on the level of the PCs - at 1st level, 1-3 sounds about right), save ends. I would have the saving throws start right away - but bear in mind that a player can voluntarily choose to fail a saving throw!
 



As DM, I'd probably house rule to allow a player to do this. I'd say certainly, but there are probably ways to abuse this. Although probably not at level 1...
 

Thank you for the quick replies.

We try to end each (5-6 hour) session with an extended rest, so we won't switch DM's during a dungeon run or encounter. Everybody has his/her own character but this brings it's own problems (we only have 1 defender and 1 controller in our group of 6).

I like the idea of dividing the campaign in modulair sections but it seems difficult to implement. Our campaign involves a lot of airships and we have 2 players who have the habit of doing the most interesting (read: unintended by DM) stuff so it would be difficult to limit the options options of the PC's.

As DM, I'd probably house rule to allow a player to do this. I'd say certainly, but there are probably ways to abuse this. Although probably not at level 1...

A fire lizard gives 5 fire resist and can be obtained at level 2, so it is can be abused at lower levels.
 

On Multiple DMs: I've never shared a campaign with another DM because I'm very protective of my creativity, but I have been in groups with rotating DMs. Each time we switched DMs, we switched campaigns and PCs. We didn't advance any one group of PCs very fast, but it worked out well otherwise.

On Self-Immolation: Why exactly does the character want to set himself on fire? :-S

On English: I could nitpick your grammar, but your English is better than many native speakers I've known. So kudos! :)
 

On Self-Immolation: Why exactly does the character want to set himself on fire? :-S

Well, that depends on the situation. The character could run towards a walled city while on fire and scream "They are behind me!" to make the guards close the gate earlier than usual. It could also be used to be more intimidating. None of the PC's has set himself on fire yet, but i could see it happen in my group.

On English: I could nitpick your grammar, but your English is better than many native speakers I've known. So kudos! :)

thank you :)
 

On Multiple DMs: I've never shared a campaign with another DM because I'm very protective of my creativity, but I have been in groups with rotating DMs. Each time we switched DMs, we switched campaigns and PCs. We didn't advance any one group of PCs very fast, but it worked out well otherwise.

This has been my experience as well. Never tried switching DMs while keeping the same campaign or characters.
On Self-Immolation: Why exactly does the character want to set himself on fire? :-S

In 4E Tieflings start with Resist 5 fire right out of the gate so I could see someone trying to use this to their advantage. I would probably rule ongoing 10 fire damage if it was non-magical fire. Magical fires often have their own ongoing damage thresholds.

This does bring up the questions - if a creature has Resist X to a type of damage can they still be assumed to be 'carriers' of the ongoing damage? ie would a person basically immune to fire still be considered on fire if they, say, come in contact with a flammable building?
 

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