DreadArchon said:
Changing the rule might be a good idea, but going from "d10 damage if immersed on the Plane of Water" to "20d6 damage if a couple people cast Create Water at the same time" is way too steep, IMAO.
What about:
Ankle - d4 per round
Knee - d6 per round
Waist - d8 per round
Neck - d10 per round
Full - d12 per round
Where's that rule?... I don't tend to use planes IMC. But sure, if there is already a rule stating full immersion damage to a Fire Elemental, that should be the base.
As to the casting of a 'simple cantrip', I based the gallons of water splashed on the Create Water spell with each step being 4 caster levels. This puts the 20D6 damage in the hands of a 20th level caster. Since the splash damage is instantaneous, you couldn't easily have a lot of lower level casters team up to deliver the same volume of water...
DreadArchon said:
But what about Earth Elementals? How would you handle them?
Umm... with care?
Sorry, not quite following you.. Do you mean immersion of Earth Elementals?
As noted above, the Fire Elemental is already a special case. My HR is simply to negate the silly absolute rule and replace it with something that can be played out without breaking the flow of the game. Having the ELemental, as some have suggested, get 'shunted' to the nearest legal space makes it a special case anyway and definately breaks the flow.
"Whats that, I can only make it about 1/2 of the way across this raging river by jumping?.. oh, thats okay. I will transform into an Earth Elemental which gives me some extra Strength to get about 3/4 of the way and then, since water is an impassable barrier, I will make it to the other side. Sure I take a little damage but thats better than being swept away into the unknown and possibly drowning."
All of these 'special' rules simply create loopholes. I would prefer to treat the FIre Elemental as just any other creature, but as this thread proves there are people who think {right or wrong} that water tossed on fire should do something beside make it wet...
JMHO