Switching DM and being on fire

[MENTION=6693898]mistig[/MENTION]
With multiple DMs (a.k.a. Round Robin DMing) you just need to find some way that's logical to your group's campaign setting to determine who DMs what.

For example, if airships factor heavily into the game then the group probably travels between distant lands. You could put each DM in charge of one place on the map, and they run any adventures that take place there.

Alternately, if factions play a major role in your game such that there is no one BBEG (Big Bad Evil Guy) but rather several villains, you could put each DM in charge of a villainous airship captain.

Or if the campaign follows some sort of event timeline - like an imminent apocalypse - you could assign (or draw lots) for which DM runs which interval of time.
 

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Personally I think this could work for a "Westmarch" style Points of Light campaign. What I would do is draw up a map and have each DM choose which sites he wants to DM and make plot hooks for each. I would also declare some NPCs to be off-limits to other DMs. You don't want to be stepping on each others toes as far as plots, sites or NPCs goes.

I think that lighting yourself on fire as a standard tactic generally dips well too far into a bag-of-rats scenario for my liking. It is not in keeping with game design, role-playing a character or scene immersion.

There may be no mechanics in the game for pain, but it is really bad role-playing to make out that our characters are immune to it entirely. Sure, a guy with resist 10 fire might not find 5 ongoing damage painful, it can still offend the bag-of-rats rule and scene immersion though.
 

A fire lizard gives 5 fire resist and can be obtained at level 2, so it is can be abused at lower levels.
I meant abuse being able to maintain the condition, not be able to avoid the damage. I don't know what 4e has in the way of turning disabling status conditions into an advantage. (The only example I can give is in the Pokemon computer games, there's an ability called Guts that can double the strength of attacks while under some status effects.)
 

4e has a magic armor whose daily ability is to convert ongoing damage into an equal amount of regeneration that lasts until the end of the encounter. Other than busking for spare change, intimidating, or trying to add fire damage to a grapple attack, I don't know what else setting yourself on fire would be good for.
 

4e has a magic armor whose daily ability is to convert ongoing damage into an equal amount of regeneration that lasts until the end of the encounter. Other than busking for spare change, intimidating, or trying to add fire damage to a grapple attack, I don't know what else setting yourself on fire would be good for.

Dragonborn have some interesting paragon paths that let you regain your Dragon Breath very easily. I am pretty sure one of the ways to do that is to take damage of a type you are naturally resistant to.

I have vague recollections of a paragon Genasi (Teifling?) power that increases your cold damage when you take fire damage or something like that.

There are also magic items (maybe utilities?) that let you move an effect on you onto somebody else.
 

4e has a magic armor whose daily ability is to convert ongoing damage into an equal amount of regeneration that lasts until the end of the encounter. Other than busking for spare change, intimidating, or trying to add fire damage to a grapple attack, I don't know what else setting yourself on fire would be good for.

Hellish rebuke comes to mind.
 

If the party is up against ninjas, the PCs may be deliberately setting themselves on fire to gain a big AC/Ref bonus.

Ninjas can't catch you if you're on fire.
 

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