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NEW Burning Condition for D&D 5e 

Bob World Builder
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Here's a spicy homebrew condition for Dungeons & Dragons 5e! ▶️ More below! ⏬
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00:00 dnd 5e needs a standard rule for FIRE
01:25 most 5e fire spells don't burn anything!
03:15 rare rules for burning in dnd 5e
05:15 what should cause burning?
05:50 my dnd 5e burning condition house rule
06:51 "incendiary" dnd 5e weapons?
#dnd #dungeonsanddragons

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31 май 2024

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Комментарии : 540   
@BobWorldBuilder
@BobWorldBuilder Год назад
how to support the channel :) ✅ LIKE & SHARE: ru-vid.comvideos ✅ PATREON: www.patreon.com/bobworldbuilder
@seeranos
@seeranos Год назад
It seems like after additional turns it should spread. Like it should get a stack. Each failed dex save, add 1 to the stack. Each successful dex save or spent action reduces the stack. The fire does Xd4 where X = the number of stacks. Also on successful melee attacks while burning, the user can inflict burning on the target. Alternative methods like water and such can still fully eliminate the condition.
@eruditecaptain3117
@eruditecaptain3117 Год назад
It's kinda embarrassing how many spells literally list that they light objects on fire but there's no explanation of what that does.
@BobWorldBuilder
@BobWorldBuilder Год назад
Yep haha, if that info is omitted, really it means that the spell does NOT light the target on fire in a way that burns it for an extended period of time, but that's boring! :P
@MatthewSmith-pv6gd
@MatthewSmith-pv6gd Год назад
Yeah, and the ones that actually do don't even use the same rules for how it works.
@pedrogarcia8706
@pedrogarcia8706 Год назад
With this condition, do we then ignore the "except objects being worn or carried" clause?
@phntmthf5505
@phntmthf5505 Год назад
Yep. Sometimes they say “thing on fire takes this much damage per round unless they get extinguished”, but that’s surprisingly uncommon
@devin5201
@devin5201 Год назад
Hm... You know what happens to stuff when it burns, right? I don't need a ttrpg to tell me what happens when a wooden object catches fire, metal, stone, etcetera either.
@rinsley9873
@rinsley9873 Год назад
Well, I think that Alchemists fire shouldn't be affected by water, as it's probably more like napalm
@BobWorldBuilder
@BobWorldBuilder Год назад
Yeah some other folks mentioned this too! I guess I never considered what exactly the substance was like
@sylvnfox
@sylvnfox Год назад
@@BobWorldBuilder look up "greek fire" it was real stuff.
@Slit518
@Slit518 Год назад
In older editions Alchemist Fire was called Greek Fire, and was said to be flammable on/in water.
@BobWorldBuilder
@BobWorldBuilder Год назад
I do know that already haha
@zenraloc
@zenraloc Год назад
Or magnesium phosphate
@Patches2212
@Patches2212 Год назад
I've actually created a "Soaked" condition (originally was just part of the mechanics for a homebrew subclass I was designing, but felt it worked better as a condition). Basic gist is- you get wet, whether by rain or swimming or wading through a swamp etc, you get the condition. Features involved making you more conductive to lightning or cold damage, reduced resistance to extreme cold weather, and disadvantages on stuff like stealthing (try sneaking in wet armour or leather) It actually added a mechanic to swimming or travelling in rain etc, and has made my players actually play differently (especially since my current campaign is naval focused). Players have bought additional sets of clothing or armour to switch out when they get wet, or have tried luring enemies to get wet so they can zap or freeze them. I definitely feel we need more "environmentally/elementally" focused conditions, just since it will also make the diversity of spells or abilities much more interesting and important in a game
@Umimugo
@Umimugo Год назад
consider looking at or even playing Divinity 2, combat in that game is ALL about environmental/elemental effects
@sarasattler5269
@sarasattler5269 Год назад
What is "more conductive" mean for you in practice? Off the cuff I'm thinking disadvantage on saving throws vs relevant effects (or advantage on attack rolls as applicable?) but I'm open to hearing from someone who's been using it in practice
@davidmc8478
@davidmc8478 Год назад
But can water have the wet condition?
@alicearaujo2030
@alicearaujo2030 Год назад
I think this condition would benefit from including other damage times as well, like cold damage from when you're freezing or necrotic for an effect similar to the wither effect from minecraft. Don't know how it would work with the Dex saves tho.
@TxSonofLiberty
@TxSonofLiberty Год назад
Not everything needs to be a dex save... necrotic and cold could be con or wis saves or checks to have your body or mind push through the effects, likewise an int check could be used to know what to stick your acid covered body part in to neutralize the acid's continuing corrosive effects (A vial of Acid is incidentally, like Alchemist's Fire/Flask, one of the things a character can craft during a long rest with Alchemist's Tools).
@alicearaujo2030
@alicearaujo2030 Год назад
@@TxSonofLiberty Yeah i think that could be very cool
@BobWorldBuilder
@BobWorldBuilder Год назад
Yep lol, my old RPG had conditions for freezing and poison/toxins like what you're describing. Maybe that's another video!
@MatthewSmith-pv6gd
@MatthewSmith-pv6gd Год назад
I would definitely go with con saves for cold and necrotic, but I think it would be far better to have each have their own unique effects. Using what's there, cold would lower the target's speed, but there's nothing in place for necrotic. I wonder if tying persistent necrosis to levels of exhaustion would be too much (in particular using the D&D 1 rules for exhaustion where you get a -1 to d20 rolls for every level and go until level 10 before dying, instead of only 5).
@jax4652
@jax4652 Год назад
What is the difference between cold and fire? Like, why dex over con?
@trondordoesstuff
@trondordoesstuff Год назад
I feel as though something about this effect (perhaps the DC to avoid it) should be partially based on the amount of fire damage inflicted, such that a fireball is more likely to set you ablaze than a firebolt. Something like the Concentration rules, maybe; "The DC equals 10 or half the damage you take, whichever number is higher".
@gabe1574
@gabe1574 Год назад
This 100%. It doesn't make a whole lot of sense to me that someone in the middle of a fireball's blast zone can put out the fire that's on them with just a quick pat down. Being wreathed in flames should be more of a challenge to extinguish than a single fast-moving fire bolt.
@EvelynFTTE
@EvelynFTTE Год назад
I fully agree.
@BobWorldBuilder
@BobWorldBuilder Год назад
This is very, very nice. A lot of folks were trying to get at the same sort of scale, but this sums it up super concisely. Well done! :) Edit: I will add that this is great for the initial saving throw to determine whether or not they ignite, but I'm not sure about the following saves. Like if the PC would have to remember that first DC...
@trondordoesstuff
@trondordoesstuff Год назад
@@BobWorldBuilder Yes, that effect is what I intended; not the repeated ticks.
@Nconstruct
@Nconstruct Год назад
If a something is on fire it should be possible to spread the flames, I imagine a babarian casting himself on fire and running through the enemy lines to ignote them
@BobWorldBuilder
@BobWorldBuilder Год назад
omg haha, that would be wild!
@lilyofluck371
@lilyofluck371 Год назад
@@BobWorldBuilder you could say that it's... Lit. Haha, I'm here all night
@4saken404
@4saken404 Год назад
A flaming barbarian. I like it! They would only take half damage and of course could do things like charge and never lose the rage condition! 😃
@spiderwrangler4457
@spiderwrangler4457 Год назад
@@4saken404 Only if they are the type of barb that gets resistance to fire damage
@doctorsethjones
@doctorsethjones Год назад
One problem with your rule is that it doesn't account for how flammable an object is. I could see a player arguing that a tree or a house are flammable objects, but if you actually try to catch one on fire under typical circumstances, they don't ignite easily. I would force a d20 roll against a DC that scales with flammability.
@BobWorldBuilder
@BobWorldBuilder Год назад
Yeah I don't have a ton of experience with this IRL, but my inclination would be that only materials like fabric, paper, hair, fur, and probably some others would really catch on fire after a flash like most spells release (in my head canon anyway). Baking that level of detail into the rule itself would be a little to detailed for my taste because there will always be exceptions
@Mithguar
@Mithguar Год назад
@@BobWorldBuilder natural materials (not containing synthetics like modern fabrics etc) don't instantly catch fire. Starting a fire is a skill and you have to know how to build a campfire for it to stay lit for example. You are right on hair and fur, paper is a maybe. Dry straw roof will be easy to set fire to, logs wouldn't. If you want to add fire mechanic, you open a whole can of worms. You will need to track weather for example (if it rained last night or something, good luck setting anything on fire, while during draught everything turns pretty flammable. So before introducing mechanic into the game, I would suggest researching how thing works in IRL and possible consequences from introducing said mechanic. Turning your rabbit folk player into a skin monster because they got their fur burned off won't be that funny for a player in the long run. I think D&D gave up on aflame condition for good reasons. If you add it into the game, DMs who know how fire works, will more likely then not make players burn their dwarven beards, elven hair etc, that are big part of their identity etc. It's not realistic but it might be better for the game for aflame condition to not be there.
@DragynSpyre
@DragynSpyre Год назад
Just now saw this video, and I was thinking about this. One quick thought I had about it was that an object has to take a certain amount of damage from the effect before it ignites.
@mildlycornfield
@mildlycornfield Год назад
I like the way you've written this! I agree with the disadvantage, being on fire is very distracting . I also agree with the saving throw being DC10 - I think it's reasonable that most creatures could react quickly enough to try and prevent themselves from catching fire instinctively.
@lewisgale62
@lewisgale62 Год назад
2:57 fireball is so lit that it’s on the list twice
@BobWorldBuilder
@BobWorldBuilder Год назад
Ha! Whoops
@bluefirewizard
@bluefirewizard Год назад
I like the idea for this, but I would include some sort of damage threshold to ignite a creature
@BobWorldBuilder
@BobWorldBuilder Год назад
A few others said this too!
@ryangentry2003
@ryangentry2003 Год назад
I think the damage should be Xd4 damage where the X is the level of the spell you cast. A cantrip shouldn't be able to do enough to sustain damage, unless it's specifically used to on something to make the flame stronger, like a campfire.
@BobWorldBuilder
@BobWorldBuilder Год назад
That's a cool idea!
@stevdor6146
@stevdor6146 Год назад
Cantrips are 0 level spells. So a 0x4 damage checks out!
@Mark-ki7ic
@Mark-ki7ic Год назад
@@stevdor6146 cantrip counts as 1st level same as metamagic
@shanemartin2215
@shanemartin2215 Год назад
@@BobWorldBuilder Burning is burning, an elemental and residual effect of the spell, not the spell itself. I disagree with Xd4.
@abomidog
@abomidog Год назад
I disagree, I think burning fire should burn the same regardless of the source unless specified by the source itself. This leaves a lot less to keep track of, and it gets rid of inconsistencies too. For example, what damage would the burning fire of a magic item do, or a creature that doesn't apply its own "burning"? I think from a game design standpoint, it's better to have something consistent and easy to remember than a boatload of options, scaling effects, and other factors (one of the reasons I probably won't play PF2 but still steal some of their cool options for 5E).
@bobatehfettz6255
@bobatehfettz6255 Год назад
I typically run environmental effects in the turn order as a 20 for Initiative (losing ties) like lair actions are because they seem similar. Just a suggestion for determining when an object's "turn" might be. Great video, I really would love if all the different elements had status conditions, but this is still great.
@PinBox3000
@PinBox3000 Год назад
Yeah! I do this to, but my environmental effects happen at the end of the round.
@BobWorldBuilder
@BobWorldBuilder Год назад
Yeah another commenter said object technically go on initiative 1, I think? I never heard that before though
@digitaljanus
@digitaljanus Год назад
If something needs a "turn" in a combat round that wouldn't normally get a turn, like your example of the burning object, it's probably easiest to designate a step in the initiative order where that all happens. Maybe on count 20, when legendary and lair actions usually happen?
@thehubbleton
@thehubbleton Год назад
Player 1: The roof. Player 2: The roof. DM (rolls a 1): The roof is on fire.
@BobWorldBuilder
@BobWorldBuilder Год назад
🔥👏
@bdblake186
@bdblake186 Год назад
"Creatures with 'Damage Immunities Fire' are immune for this condition. Immune creatures instead gain the Incendiary condition."
@BobWorldBuilder
@BobWorldBuilder Год назад
Yeah if a creature is immune to fire, then it can't take the fire damage needed to initiate the condition in the first place
@bdblake186
@bdblake186 Год назад
@@BobWorldBuilder Sometimes we need to add stuff like this to prevent DM/PC arguments. We write for the lowest common denominator.
@romanabanin2216
@romanabanin2216 Год назад
I usually use fire elemental special thing to emulate something is on fire, or that table for damage in DM screen. And usually I adjust damage depending from fire's source
@BobWorldBuilder
@BobWorldBuilder Год назад
Nice! Good to hear that DM screen table is coming in handy!
@d20play
@d20play Год назад
Good idea, replaces numerous (not always the same) descriptions of burning!
@BobWorldBuilder
@BobWorldBuilder Год назад
Thank you :)
@Styrixa
@Styrixa Год назад
Nice effect! I'd love to see similar standardized rules on other elemental damage, like electricity, acid, cold, thunder (deafening?) etc. Because it already does damage, you don't need to impose disadvantage to concentration checks, because the burning damage is causing an extra concentration effect every turn. Also, disadvantage is a pretty big negative condition on attacks or skills. While I think it could "make sense" it would make a lot of fire spells a lot more deadly. Compare it to other spells that cause disadvantage. Lastly, I would let anyone to forgo movement or an action to end the effect. Nothing is more annoying as a player, less fun, than losing a turn.
@Centaur255
@Centaur255 Год назад
Fantastic - I'm going to add this to my games!
@BobWorldBuilder
@BobWorldBuilder Год назад
Glad you like it! :)
@romanabanin2216
@romanabanin2216 Год назад
And it is really helpful to use experience from different systems. There is Ablaze condition in Warhammer Fantasy Roleplay 4e, and it is really terrifying because of how fragile characters in that system
@BobWorldBuilder
@BobWorldBuilder Год назад
Nice! It's funny you mention that because I could have sworn I looked for this in Call of Cthulhu and my AD&D books back when I made my first fire video, but I honestly couldn't remember what I found if anything when I was scripting this one. Maybe some other commenters will know!
@WittyDroog
@WittyDroog Год назад
Not to mention it's one of those conditions in WFRP that can "stack" so you can be really, REALLY on fire if you're unlucky enough
@SvafaBlackhand
@SvafaBlackhand Год назад
@@WittyDroog I think the D&D version should be able to stack too. Like, you're already burning and take more fire damage? Now you take 2d4 each turn instead of 1d4 and the save DC just went up.
@WittyDroog
@WittyDroog Год назад
@@SvafaBlackhand I think that would depend on your specific table and their needs. My table tends to like more "hardcore" play, like we use Death and Dismemberment Tables instead of Death Saves, and that's fun and fine to have fire that stacks. If you have a more contemporary 5e table where players want more milage out of their characters stacking might get too out of control. I'd run it by your players to make sure they're on board or do some test runs and see how it feels
@mayadepina1707
@mayadepina1707 Год назад
As someone playing a circle of wildfire druid, this is immediately getting sent to my dm for consideration, thank you so much
@BobWorldBuilder
@BobWorldBuilder Год назад
🔥
@jimjohnson5739
@jimjohnson5739 Год назад
When you're on fire, people get out of your way. - Richard Pryor
@MatthewSmith-pv6gd
@MatthewSmith-pv6gd Год назад
Maybe we could use the system for concentration check DCs as a guide for the burning DCs. I think it makes sense that fire that causes more damage be more likely to set things on fire. 10 is fine for a baseline DC, but spells like fireball would logically be more intense flames and therefore more likely to set things alight (plus fireball already says it sets things on fire, but doesn't tell you how to handle it).
@BakaKeiichi
@BakaKeiichi Год назад
I think the easy answer for the burning effect on items is: If an object is burning, it retains this effect until a creature spends an action on its turn to douse the flame, or some other effect douses it. I know the wording isn't great, but basically, just stipulate that it stays burning until the object's hit points are gone, or until a creature extinguishes the fire, or something like rain extinguishes it. I'm actually working on a complete overhaul of The Way of the Four Elements Monk that uses almost this exact effect. Part of the reason is because I'm not treating the monk as a spellcaster. If you're interested to see what I've got so far, feel free to message me. I'd love any additional feedback if you happen to have the time.
@TheClericCorner
@TheClericCorner Год назад
SUCH a good video Bob! Decided I will absolutely use this in my games! I'd be interested to see what else you got in that big brain of yours as far as conditions go! One D&D definitely needed this one
@BobWorldBuilder
@BobWorldBuilder Год назад
Awesome, thank you!
@fernandopires135
@fernandopires135 Год назад
this is a solid rule to start building upon I feel that giving a "burning tag" to spells could work best than all fire causes burning for example, fireball blows up very quickly, so it could not burn a lot of stuff while flaming sphere could ignite things easily as is a continous flame lastly, maybe giving a burning damage tag to effects is also probably good... something like "flaming sphere, burning 1d6" or "meteor swarm, burning 2d8" sounds pretty cool
@thomasdancy2873
@thomasdancy2873 Год назад
love the idea! I always feel like I need to enforce burning as a dm, but have always struggled with the execution. one small complaint is that the dex save may be a bit too clunky to run. a player casting fireball on 8 targets is now making each player roll 2 dex saves for 2 separate effects, 16 rolls total. that's gonna be a long turn. maybe make them Con saves to at least keep it varied? (most fire spells are dex saves already) idk how to fix it, but a spell like wall of fire is gonna turn the battle into a dex save hellscape (maybe you like that idk)
@BobWorldBuilder
@BobWorldBuilder Год назад
That's a great point. I guess it could changed so that once the target takes any kind of fire damage it just IS burning, but then of course it would make that Dex save at the start of its turn to see if it take the extra d4 damage. In the current form, the target makes a save just to see if it starts burning, then another at the beginning of their turn to see if they take damage, which is pretty forgiving and a lot of saves...
@davinci451
@davinci451 Год назад
Great timing. Since everyone is always saying that 5E characters are super heroes I'm working on a homebrew where they actually are super heroes. So I've been trying to figure out the best way to do a fire blast that keeps burning.
@dannywoodz
@dannywoodz Год назад
Personally, I'd go for the 1d6. Or maybe 1d4 on the first round and 1d6 thereafter (fire spreads). I notice you dropped the disadvantage on attack rolls from your revised rule. I'd be inclined to keep it: being on fire is distracting! I'd drop the specific concentration disadvantage, though, since the character already has to make a concentration check for sustaining damage. Being on fire is going to be painful, but even Power Word: Pain from Xanathar's specifically doesn't affect Con saving throws, such as the type you'd use to maintain concentration (which is an obvious hack to avoid being disadvantaged on the save used to end the spell). Nice call-out on a gap in the rules, though. Definitely something I'll make use of.
@justinaclayburn2248
@justinaclayburn2248 Год назад
I like this idea… after a minute, say, it could also go up again to 1d8 (for a house or something) because, as you said, fire spreads. An increasing amount of damage makes sense to me.
@vinspad3
@vinspad3 Год назад
Considering fire spells are consistently higher damage than other sources, I would keep it at d4 or up to d6 and lessen the initial damage of the spell.
@BobWorldBuilder
@BobWorldBuilder Год назад
Excellent point about concentration!
@jmherri
@jmherri Год назад
Totally agree with these. I think you have to allow the Con save to be a regular save, but I like the idea of everything else be at disadvantage - all saves not aimed at putting out the fire are done at disadvantage. I also like the idea of lower initial damage, but increasing the dice rolled each turn (1st turn d4, 2nd turn d6, and so on up to d10). This creates a sense of urgency to put the fire out before it consumes the player.
@swest6982
@swest6982 Год назад
While that's more realistic it's also more complicated and makes fire spells way too powerful. If casting fire bolt on an enemy gives them disadvantage on attacks, then what's the point of cantrips like vicious mockery. Some realism has to be sacrificed for game balance.
@romanabanin2216
@romanabanin2216 Год назад
Also about alchemist fire: it is a special fire which doesn't disappear and you have to remove that alchemical thing from your skin (or your skin lol) to deal with it. Also it is kinda weak in 5e
@BobWorldBuilder
@BobWorldBuilder Год назад
Yeah I'm seeing some other interesting interpretations of Alchemists fire in the comments saying it's more like the real substance used for Greek Fire which also explains how it's somewhat waterproof
@ruga-ventoj
@ruga-ventoj Год назад
@@BobWorldBuilder which means is some type of tar or Magnesium like chemical because magnesium can famously burn underwater.
@chrisflanagan7564
@chrisflanagan7564 Год назад
@@BobWorldBuilder Compare it with a flask of oil. Not being extinguished by water is its main feature! That and self starting. Alchemists fire 50 gp Does 1d4, until the target uses an action to attempt to extinguish it. DC 10, so worst case ~50% chance of success, otherwise it keeps doing 1d4. Average of 2.5 damage per round, if the target let's it burn for 6 rounds it does 15 damage, or cost an action or two to stop it. Oil 1 SP (0.1 gp) Doesn't do any damage on it's own, because it needs to be lit by any other source of fire damage. But... Then it does 5 extra fire damage, and burns for two more rounds, doing 5 damage per round, but it's easier to extinguish than alchemists fire. 15 damage total. Alchemists fire costs 500 times the price of oil. Takes 6 rounds to do as much damage as oil. You are paying all that cash for the action cost difference. Action to splash the oil, action* to light the oil. More damage faster from the oil. Alchemists fire is a single action, and might cost the target an action, but does half the damage. So a target might be more inclined to ignore it. It used to also be much smaller, in that you were buying it by the vial, rather than by the pint, but 5e made it bulkier for some reason. * The action to light it could be someone elses, and they may have been going to do it anyway. I know the wizard is going to cast firebolt, so I'll throw some oil on the target... Now the fire bolt does 1d10+5, and the orc is on fire for another two turns, unless he jumps in the river. Edit: everyone is talking about this so I just moved it to the end: in second ed it was called Greek Fire, or Greek Fire oil, changed for 3E blah blah old.
@jettblade
@jettblade Год назад
I forgot what system it was but there was a rule I read that had fighting in complete darkness was a -10 but fighting while on fire was only a -3. Some of the tanks characters lit themselves on fire because the damage to them was negotiable and actually added a little bit of damage to their attacks while not taking up a hand. I also think that you could actually block the fire damage of you being ignited with a shield, using a high enough skill check. It was a weird system.
@rgilbert3614
@rgilbert3614 Год назад
Had a situation where "produce flame" was thrown at a spider on its web and a 1 was rolled (catastrophic miss). Made perfect sense to the DM that the flame hit the web instead, which has its own rules for flamability. So the entire room, which was covered in webs, caught fire. Good times! Also, DC should be 10 + the level of the spell, so a flame bolt cantrip would be easier to avoid catching fire than, say, burning hands or a fireball.
@EdKauffmann
@EdKauffmann Год назад
especially for cases where fire becomes an ongoing environmental hazard (ie fighting in a burning building), i'd want the damage and save DC to escalate for each round that the fire isn't extinguished (maybe a +3 for each round). you could stipulate that the affected target (in this case, the building) must have sufficient fuel to make the fire grow stronger, so the DM can decide at what point the fire maxes out in its damage/difficulty potential. plus, you can use this escalating damage to continually damage the burning object itself as it is consumed - eventually that burning building is gonna collapse,
@ConnorSinclairCavin
@ConnorSinclairCavin Год назад
An alternate rule i have run before that was liked is that targets that take fire damage take additional flat fire damage from future fire damage equal to the number of dice they have taken of it so far, and burning conditions add to the burn stack each round based on the damage inflicted right away. They can go prone and use their move action to roll and put out the flames. Cold damage had a similar rule set, however rather than more damage they took growing penalties to their non armor ac and saves as their brain and nerves shut down. Attacks and skills were in the poison rules. Armor ac, items, and weapons were in acid. Other things generally worked different.
@soultron4238
@soultron4238 Год назад
Yeah, I was surprised not to see burning with all of the new conditions perhaps we will see it in the near future. I also agree that somethings just need to work like they do in the real world I can see where they wanted to cut down on the design, but that made so many weird things that you just compensate for without even thinking about it. Great video. Also, one day four is pretty fair for burning that would kill a commoner in a round or two..
@BobWorldBuilder
@BobWorldBuilder Год назад
Thanks! This is definitely the one condition I have to most frequently improvise!
@GTFiorano
@GTFiorano Год назад
Fire is a primal fear , when present the effect of fear or panic should also be incorporated most things would flee rather than fight
@bol.1615
@bol.1615 Год назад
Didn't peruse the comments yet but I love it. Critiques/changes- Maybe the DC goes up by 1 each round you fail the check (maybe to a maximum dc of X)? Simulating the fire spreading.
@aibou2399
@aibou2399 Год назад
Elemental conditions are a nice addition. Like it was on Divinity Original Sin
@pokeredcraft3217
@pokeredcraft3217 Год назад
I like to believe Alchemists Fire is like Greek Fire so it can be on and underwater, which is why it needs to be put out.
@digifreak90
@digifreak90 Год назад
A thought for objects having turns, you could have the 'turn' for an object be on an initiative count of 0, losing all ties. (similar to lair actions, and a few other things, being on initiative count 20 losing all ties)
@sarahtwycross422
@sarahtwycross422 Год назад
For a situation I had to improvise fire damage in recently I did it that the fire damage started at 1d4. Then for every turn the fire went without being extinguished, it stepped up the damage die (so from 1d4 to 1d6, etc.) until it got to 1d12, at which point it stayed at 1d12 but could spread to adjacent flammables.
@kophicekophice
@kophicekophice Год назад
I really liked the burning condition together with the bleed from the video about weapons are great aditions to the game. The only thing I would chage is how the condition is caused. Every time someone get hit by an attack or spell that deals fire damage, having to do a save seems to slow down combat a lot. I would do something like "When a creature is hit by an attack or spell that deals fire damage and that attack exceeds its AC 5 or more or the creature misses DC by 5 or more, the creature is burning"
@ManCbo29
@ManCbo29 Год назад
This is great and I look forward to having similar rules for other elements. The way my DM usually rules the fiery effect of spells is basically setting objects on fire (e.g. the grass we're standing on, the floor of a wooden boat, etc) and characters who enter that area take something like 1d6. Also, I would suggest the DC for the burning condition to be something like concentration saves (i.e. 10 or half the damage taken, whichever is higher), so the more powerful the spell is, the higher the chance to burn.
@osetor7457
@osetor7457 Год назад
Maybe the dexterity save DC could function like a concentration check? so 10 or half of the fire damage taken, whichever one is higher. Like it'd make sense that a fireball would have a better chance at lighting you on fire than someone holding a torch.
@Mesteryman1
@Mesteryman1 Год назад
I always run environment effects on initiative count 20(after any PC or NPC turns) so objects on fire could take the damage with the environment, this also leaves it open to the effects of that object taking fire damage (like the red barrel exploding) so it can be immersive without disrupting a turn.
@NnymuUwU
@NnymuUwU Год назад
*PTSD from party's alchemist fire spam*
@Midrealm_DM
@Midrealm_DM Год назад
5:35 - I would consider amending that to "whenever a creature fails a save against a fire damage spell or effect the creature ignites..." And then also add "If the spell or effect does not allow a saving throw the target must make a DC 10 Dexterity saving throw or the creature ignites..." Mainly to avoid bogging it down with multiple saving throws on a single spell and to avoid arguments when a creature has a bonus on 'the next saving throw'
@norraist
@norraist Год назад
I'd have both the dc and the damage increase by round. dc 10,12,14,16,18, etc... damage 1d4,2d4,etc... to represent the fire spreading. We wouldn't simply ignore being on fire for very long exactly because we know that the fire could spread and risk engulfing you in flames. The escalating damage and difficulty represent that.
@BobWorldBuilder
@BobWorldBuilder Год назад
That's a nice twist!
@A-hole_Industries
@A-hole_Industries Год назад
I modified the condition slightly to have it so each time the Dexterity Saving Throw is failed, the DC increases by 1. So as to represent the fire getting out of control and being harder to put out
@krinkrin5982
@krinkrin5982 Год назад
From 3rd edition SRD: Catching on Fire Characters exposed to burning oil, bonfires, and non-instantaneous magic fires might find their clothes, hair, or equipment on fire. Spells with an instantaneous duration don't normally set a character on fire, since the heat and flame from these come and go in a flash. Characters at risk of catching fire are allowed a DC 15 Reflex save to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saving throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out. (That is, once he succeeds on his saving throw, he's no longer on fire.) A character on fire may automatically extinguish the flames by jumping into enough water to douse himself. If no body of water is at hand, rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus. Those unlucky enough to have their clothes or equipment catch fire must make DC 15 Reflex saves for each item. Flammable items that fail take the same amount of damage as the character. It boggles my mind how many of the rules that were already in the game we have to port to 5e ourselves.
@haydenbsiegel
@haydenbsiegel Год назад
You're missing 2 spells that can burn people: Druidcraft and Prestidigitation. I douse creatures in oil all the time and then light them ablaze with either spell. Both spells allow a player to either start or stop a small fire like that of a candle or campfire. Thus creatures doused in oil can be set completely ablaze. Also burn damage per round is a flat 5 damage. See the description for a flast of oil in player equipment.
@Synetik
@Synetik Год назад
That's specifically for oil. It's not a standard for burn damage. I think it's a good example of what you could use for burn damage but there isn't an exact answer for it. For example if you burn the webs of the web spell it deals 2d4. Alchemist fire does 1d4. Honestly though, it's probably not defined because the temperature, size, and cause of fire make a difference in how much damage it should deal. Like swimming in lava versus a candle falling on you.
@haydenbsiegel
@haydenbsiegel Год назад
@@Synetik Yeah that makes sense. Honestly I always felt like Alchemist Fire should do more damage because it is like napalm and sticks to players where as regular fire can be doused more easily. Maybe not oil fed flames but general flames. I don't know how long it takes a Witch to burn but a Hag has 112 health and at max 4 damage per turn it would take 28 turns to burn her or 4 minutes iirc and that seems a bit long.
@BobWorldBuilder
@BobWorldBuilder Год назад
That's very creative! I specifically filtered all spells for dealing fire damage, so those two were left out. And while that rule exists for oil, I felt that a flat 5 damage could be too high for some instances. Those poor commoners would instantly be toast!!
@13-bit-kitten
@13-bit-kitten Год назад
also Heat metal. Hooooot Pocket ~
@guardianauron3285
@guardianauron3285 Год назад
@@BobWorldBuilder I've been doing this in mine but I call it "ignited" I follow the frame that flame elemental and magmin set like you said . I've also started using "frosted" which is less damage but lowers speed and takes away reactions .
@samuelteare8160
@samuelteare8160 Год назад
How would you handle fire resistance with your burning condition? Maybe advantage on the initial saving throw?
@pedrogarcia8706
@pedrogarcia8706 Год назад
I think if you resist fire damage, you could even be immune to this
@BobWorldBuilder
@BobWorldBuilder Год назад
Good catch! Advantage on the save would be fine, but with resistance, the creature is only ever going to take 1 or 2 points of damage from this per turn anyway
@lyrix9753
@lyrix9753 Год назад
I did this for my system i created as well: i kept it at 1d4 fire damage at the start of your round.
@BobWorldBuilder
@BobWorldBuilder Год назад
Great minds think alike!
@Suspense1376
@Suspense1376 Год назад
I agree with a lot of what you said and I definitely believe a global rule like this would really make sense. Certainly would prevent the designers from having to spell it out in the text of each spell or item. My suggestion is that there should be an additional penalty to not immediately putting out the flames. What happens when flames are not well managed? They grow. Either an increase in damage or some other additional penalty should incur if the flames are not promptly dealt with.
@GreyDevil
@GreyDevil Год назад
I think the burning condition should increase in potency as turns go on. With a 1d4 a character with a lot of health might choose to ignore the fire and keep fighting, but imagine someone doing that IRL. They would quickly become engulfed in flames as their equipment catches fire, so i think the fire damage should increase every 2 or 3 turns if left unaddressed and maybe have a chance for the fire to spread if left alone for X number of turns
@matt-thorn
@matt-thorn Год назад
Personally I believe a standard 1D6 should be a good number for standard fire, 1D4 just feels like it would be ignored by most players outright. I like that there is an actual effect attached to being on fire, I'm just not quite sure I like that it affects concentration saves, as the fire itself actually imposes one. Additionally, two separate saves with different attributes and low DC, mean that the effect will almost never work. As it is currently written it almost never works on monsters or martials, but casters might suddenly have some trouble with keeping their spells up. So my pointers would be: -Increase the damage slightly -Concentration might be a bit rough since burning also causes a check for that -Consolidate the saves into one type to make it less complicated to remember
@BobWorldBuilder
@BobWorldBuilder Год назад
Yeah some other commenters pointed out the redundancy with concentration checks, so I'll be removing that part. And I just realized after reading another comment that the target will get two easy dex saves before it could damage them, so I think I'll remove the first one. Funny how some other comments say this is way too powerful lol
@nitehood108
@nitehood108 Год назад
Really cool idea Bob! I would even maybe want to see it expanded to include other effects that could deal damage over time. I remember the first time I played D&D for real, I was poisoned by a monster bite and expected to take a small amount of poison damage at the start of each of my turns after that. That's just how I assumed that would work, that's how being poisoned in every video game I can think of works. In 5E, there's a poisoned condition, and there's poison damage, but very rarely do they actually overlap except on initial delivery (and even then, many things have you save against the poisoned condition OR some amount of poison damage, but not both). It might be worth exploring the idea to make a generic condition with damage type variants. As a rough example, "when hit by a fire effect, the target must make a DC 10 Dexterity save or become Afflicted (fire damage)" with "Afflicted" using more or less the same rules you present for Burning. This could add some cool flexibility to use this for a broader spectrum of things. Bitten by a snake? Maybe you have to make a CON save or risk becoming "Afflicted (poison damage)". Perhaps if a creature takes cold damage while they are wet, they have to make a CON save or become "Afflicted (cold damage)". Maybe some kind of special Mind Flayer, a Mind Flayer captain or something, could force PCs to make a Wisdom save or become "Afflicted (psychic damage)." I don't know if "Afflicted" is best name for it, and there are certainly plenty of advantages to making the condition specific to fire damage, but I really love the idea and I feel inspired to expand it. I would love to hear what you think of this idea! If you don't think its a good fit for what you're going for, that's perfectly understandable, I just think there might be even more potential to the idea that's worth exploring. Love your videos btw and hope your having a great day!
@AnthonyPanics
@AnthonyPanics Год назад
Been looking forward to this for almost a year now. I have a couple of notes to make but let me start by saying great work with this fire mechanic. It's no easy feat with 5e's rules and I think you've made something pretty easy for new folks to hang their hat on for most scenarios. First note, the burning condition overlaps a bit with the (somewhat rare) Aversion to Fire feature that Flesh Golems and Yetis have, but I think it would still be fine as an overall condition. The Aversion to Fire feature causes disadvantage on attacks and ability checks for a turn if taking fire damage. So the disadvantage with ability checks would be somewhat redundant for it, but there's not a lot of creatures with this creature to begin with. Also, I think there should be a note on how it effects creatures with immunity to fire damage, as such creatures probably wouldn't be bothered as much (or if we want to get interesting, could spread the condition to others easier)? At any rate, I look forward to your next video! Keep up the good work, Bob!
@BobWorldBuilder
@BobWorldBuilder Год назад
Nice History check with that Aversion to Fire feature! I totally didn't consider that. As far as immunity goes, if a creature can't take fire damage, they'd also immune to this condition based on how it's initiated--Edit: actually it's not haha, I see that I have it written as being "hit by" not "taking damage from" so that adjustment would fix that issue
@AnthonyPanics
@AnthonyPanics Год назад
That makes sense. A quick edit would dispell that confusion for sure. But yeah, it's still a good mechanic. Might try to sneak it into my own games if I can.
@tovahnvitols7614
@tovahnvitols7614 Год назад
In a campaign i played in we had our rules based loosely on the fire elementals rules and some other stuff from forums. It mainly has to do with stuff like lighting grease on fire on a wooden dock (😅) and the sort so not really focused on people being on fire. so damage starts at a d6 but scales up as the fire gets bigger, bugger fire burns hotter hurts more. Additionally, every round the fire spreads by one square (we use the stabdard 5’ grid rules). If i remember correctly damage did repeat every turn but was pretty easy to end assuming you werent still in the fire.
@tristunalekzander5608
@tristunalekzander5608 Год назад
I actually appreciate this about DnD, too many games (mostly video games) is it unrealistically easy to light something on fire. Like, if you get hit with a flaming arrow, you somehow burst into flames as if you were soaked in gasoline. In a survival situation, it can sometimes be quite difficult to start a fire, especially if it just rained, so it doesn't make sense that igniting someone's clothes would be trivially easy. Igniting a flame takes a long application of heat, unless you douse it in a flammable liquid, such as in the case of flame throwers and napalm, so maybe we can assume that spells like firebolt also shoot out a little stuff to help ignite things or the duration of the flame is longer or hotter than most, or maybe it just magically happens.
@rodrick6538
@rodrick6538 Год назад
I think Savage Worlds had the best fire damage rules. If you were on fire and failed your save, the fire grew and did more damage, going up a die type each time until you successfully saved or did something to put it out. Fires in that game were deadly!
@fakjbf3129
@fakjbf3129 Год назад
I think people seriously overestimate how flammable most things are. If I took a propane torch and just pointed it at a wooden log for a couple seconds I’d probably char a small area but the log wouldn’t stay lit once the torch is taken away. A person is even less flammable, unless the spell is coating them in some kind of accelerant it’s actually really hard to get stuff like wool and leather and skin to ignite.
@BobWorldBuilder
@BobWorldBuilder Год назад
True, in my head canon most fabrics and definitely paper, hair, and fur, would be easily ignited. Not wood though, but I'd probably say it's also vulnerable to the damage or something
@___i3ambi126
@___i3ambi126 Год назад
Personally i enjoy how little on-command cantrips couldnt set clothes and other poor fuels on fire. But I'm sure many would enjoy the rule.
@PaulGuy
@PaulGuy Год назад
It actually makes plenty of sense. While the flame is in the caster's direct control, it doesn't do damage to anything (although I'd probably amend it to "doesn't damage anything unless intended"). Once it's out of the caster's control, like by throwing it at something, it acts like fire normally would act. I'd also allow players to use it to attack objects, not just creatures.
@___i3ambi126
@___i3ambi126 Год назад
@@PaulGuy I often likened it to fire crackers. While being hot enough to hurt someone, its not hot enough to set many things ablaze.
@thewingedporpoise
@thewingedporpoise Год назад
I mean I'd probably keep it to things that you could light with a lighter, as the more ephemeral cantrips like druidcraft and prestidigitation let you light or extinguish things like "a small campfire" or "torches"
@ecothunderbolt257
@ecothunderbolt257 Год назад
I personally house rule that effects that cause those burn conditions that must be resolved with an action, alchemist's fire, Magmins etc, can be resolved by expending an "attack". This means that Martial characters who often have multiattack can resolve the condition and still get off an attack. I started doing it after I had to deal with a similar condition that blinded PCs by throwing mud. It seemed a bit mean to consume their entire action to do this. It also makes these conditions more effective when used on spellcasters, which I personally think helps with Martial vs Caster balance.
@valeri0n38
@valeri0n38 Год назад
An item that I've made that uses Fire. It can probably use your burning condition rule. Cursed dagger 1d4 piercing plus 1d6 fire damage. The dagger looks plain enough with a wooden hilt, however when it is held a slight warmth can be felt through the hilt. Roll passive perception the first time it is picked up, after that the user doesn't notice the heat. On a critical hit there is a 50% chance (01-50) that the opponent bursts into flames for 1d4 turns taking 1d6 fire damage per turn or (51-00) the wielder takes 1d6 fire damage. Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
@matthewormond7356
@matthewormond7356 Год назад
Fire spells are thrown around quite a bit in D&D, I worry that this could create a lot of extra dex saves and slow down combat. I'd be inclined to allow burning on a crit for spells with attack rolls, and a natural 1 for spells requiring saves.
@ConnorSinclairCavin
@ConnorSinclairCavin Год назад
I have always had to make rules for stuff like this too, although in OLD D&D there were damage rules for fire burning over time, based upon grease or oil lit on fire, webs on fire, or a few other things
@davelese5110
@davelese5110 Год назад
Really love the Vid and I'm gonna try and introduce this in to the Game I run so my Wildfire druid will stop asking me "So do they catch on fire?" Only change I think I'll make Is to make make the Save 10+Spell level
@CouchPotatoesGame1
@CouchPotatoesGame1 Год назад
My one addition to this is that for the first round it would be 1d4 but rounds after it would be 1d6. Gives the players the choice to deal with it now or take more damage. It is also grounded in that fires spreads.
@PadanGedowitch
@PadanGedowitch Год назад
I totally agree that the damage types of spells should have more meaning. Like all fire damage spells have a chance to ignite things on the target, cold damage allways slows them down, force damage pushes them and so on.
@bryansmith844
@bryansmith844 Год назад
The soul still burns…
@verinthecrow1367
@verinthecrow1367 Год назад
The only thing I don't quite like is the low DC, but instead of changing the rule itself I would add on to each spell or item that they add to or lower the DC by an amount appropriate to the spell level/item rarity. Besides certain spells like Immolation and Grease I would say the that the DC increase/decrease would be equal to the level the spell was cast, so base Fireball adds 3 to the DC. As for items I think it should probably be a bit more so +2 for uncommon +4 for rare etc.
@BobWorldBuilder
@BobWorldBuilder Год назад
That's a nice twist!
@willdouglas1617
@willdouglas1617 Год назад
It sounds like an interesting idea, though I feel it bumps up the power level of an already (imo) over prolific damage type. Also, I think it should only work if something flammable is added e.g oil.
@BobWorldBuilder
@BobWorldBuilder Год назад
Fair enough!
@guyman1570
@guyman1570 Год назад
TBH, other damage types needs some diversification to be added on. Ie. Cold reduces speed, Acid & Poison is persistent until cured, Lightning, much stronger when wet. So forth.
@TxSonofLiberty
@TxSonofLiberty Год назад
Alchemist's Flask makes some sense to not be auto-extinguished by water as it is conceptually similar to Greek Fire that existed in real life (the creation of which is a lost knowledge, as we know what it did but no longer know what was use and how to make it anymore) that would not be extinguished with water. So, it makes some sense that the D&D equivilant of this ancient inextinguishable substance requires a bit of time and effort to put it out. A more modern and similar concept is napalm. Again, something that is a more waterproof fire fueling gunk that makes extinguishing it a more time and effort consuming task. The fact that it (Alchemist's Flask) is a common non-magical item found in the basic Adventuring Gear at a steep but reasonably affordable 50gp from the beginning of the game is actually both cool and scary, especially when you realize that for half that price a player proficient with Alchemist's Tools can craft as part of a long rest, meaning average 1 per day, but easily 3 a day during downtime if they are just dedicating a day or more to resting and crafting.
@Alemani29
@Alemani29 Год назад
One way of making fire more dangerous (probably in higher tier adventures) is to instead of an action putting away the fire, making so that it only reduces the die size. Ex: You're burning and taking a d6 fire damage per round. You use an action to lower it to a d4 for next round and the action next round finally puts it out. Another player helping you can make an action reduce the die two sizes instead
@Keovar
@Keovar Год назад
A block of ice is an object… but every rule breaks down to DM discretion at some point. I made an Alchemical Adept feat for the rogue in my game, so I dug through 3.x books for stuff to add to the craftable list. In the end, it was easier to take existing items and allow the alchemist to change their damage types so he could make ‘alchemist’s frost’ and such. The PC also had the Poisoner feat, so I added the ability to shift infliction methods for his poisons, so ingested poison could be reformulated as an injury poison. The third ability of the Alchemical Adept feat let him make healing potions that could either be taken as a bonus action with the normal effect, or as a standard action for maximum effect. Finally, the feat let the alchemist concoct stuff somewhat more quickly and cheaply. It ended up making that rogue a bit like the Alchemist class from Pathfinder. (And the whole 5e artificer was implemented badly, so its worst subclass is doubly cursed.)
@brucemaximus3797
@brucemaximus3797 Год назад
I've got almost the same homebrew as you've developed with one difference: if the creature (or object, I suppose) fails the initial DEX save, it can only stop the fire by taking an action to do so or having another creature do so on its behalf. This to represent that one you properly catch fire, it becomes much harder to put it out. Having been lit on fire, I can assure you of two things: it's way harder to put out once your clothes light up, and you are _definitely_ not going to be able to concentrate on anything else very easily.
@chrisbrantley6753
@chrisbrantley6753 Год назад
Thumbs up on the concept, my only input is that the flame damage per round and save versus condition could be modified based on the intensity or nature of the fire and/or the amount of combustibles on you and other circumstances. More complex to try to capture every situation, so I wouldn’t necessary try to expand the mechanic since it is easy for the DM to tweak the damage die or add a modifier to the save on the fly.
@teddywalsh9702
@teddywalsh9702 Год назад
I think one of the problems with having a standard condition for burning is the damage doesn't scale for higher levels unless you have multiple conditions of ascending power. Poison and fear and charm and all that give disadvantage which is effectively the same at all levels of play, but damage does need to scale. Maybe there could be a burning condition but it also has a property of damage (like how charm and fear require you to know the source of your charm or fear). Like burning (1d4) for lower level spells and creatures and burning (4d6) at higher levels.
@codywynn6534
@codywynn6534 Год назад
I’ve always thought searing smite was weak because of the Con save aspect but now that you’ve broken down how it could be completely busted without it, I understand. Thanks lol
@BobWorldBuilder
@BobWorldBuilder Год назад
Haha happy to help
@JudithOpdebeeck
@JudithOpdebeeck Год назад
i fully expected you to do the Human Chimney in the intro there
@chrisnotaperson8127
@chrisnotaperson8127 Год назад
This feature is 🔥 🔥 🔥 🔥 Literally
@AusMan87
@AusMan87 Год назад
Have you considered a stacking damage scale mechanic? That could convey the fear and realistic damage done by a spreading fire. First dexterity save failure causes 1d4, but if still under the burning condition on the start of your next turn, 2d4. Then 3d4, etc.
@primalprime8864
@primalprime8864 Год назад
just a flat DC 10 to avoid getting put on fire is good for simplicity. but I would have liked to see it possibly scale with the damage done, possibly having the DC be 8 + the fire damage taken. just to make that bigger fires are more dangerous. the DC can go back down to 10 after the first time or something.
@marcusblankenship6345
@marcusblankenship6345 Год назад
I love this condition! You’re too right on how 5e glosses over commonly known damage. Did you have any other conditions you used for the other damage type (cold, acid, lightning, etc.)? Open to suggestions from others to. Love this channel!
@JF-un2ne
@JF-un2ne Год назад
I like it a lot, this could also apply for acid damage, the only thing that I would change, is the save to the end of the burning creature´s turn; in that way the creature recieves damage "during" the rest of the round at least one time
@josephdellavecchia7828
@josephdellavecchia7828 Год назад
I have the type of flame source give a percentage for things to catch fire as well. So players can set up situations to make it favorable. A cantrip may only have a 10% chance to catch but throw some oil and maybe it adds to that percentage. Higher level spells had a bigger chance to catch. It's not a perfect system but I basically was already following the searing smite rules after something catches on fire
@Jedi.Yanis2000
@Jedi.Yanis2000 Год назад
Hi. I like the way you think Bob. I don't mind though keeping the lower level spells, especially cantrips from igniting things in an instant. Let's think of a torch or a small flame touching for an instant something. It could be blackened a bit, even catch fire for a moment, but stop burning after a while on its own. If you keep the flame on it for a while eventually it will start burning. A huge ammount of heating flame (translated into a stronger spell) can do the trick in an instant, on the other hand. The damage you cause is the amount of time the fire was still active on an object or creature, before it stopped burning.
@sarasattler5269
@sarasattler5269 Год назад
I would probably add a caveat that creatures with fire resistance or immunity are immune to the burning condition as well so you don't have as much deciding on a case-by-case basis what creatures are flammable. If it were in the core rules of course it would be in the condition immunities block for monsters, but I think these kinds of notes are good for added conditions.
@ninnusridhar
@ninnusridhar Год назад
I think it really is the point of having a human dm to make sure some stuff makes sense. I have always just ignored the "these specific spells do what fire do" nonsense. If it fires, it burns. If it colds, it freezes. If it shocks, it shocks. So i love this simple rule. Personally I would reduce it to a DC 8 check, and adjust it depending on specific circumstances of necessary. But the disadvantage on checks is absolutely perfect for me. I currently just have damage when burnt. But I'm including this now. Along with frozen reducing speed by 10 feet and shocked giving the next attack against them advantage.
@ryadinstormblessed8308
@ryadinstormblessed8308 Год назад
Looks like you passed your Dex Save in that outtake at the end!
@gendissaray
@gendissaray Год назад
It could scale, where some effects, spells, or stat blocks specify 1d6, 1d8, etc for the burning condition.
@arecold4222
@arecold4222 Год назад
Next we may have freezing for cold damage, making you move slower or become more sluggish. And Conductive for lightning, meaning if youre wearing or carrying any metal you take more lightning damage and may be zapped. I think another guy in the comment section mentioned it but Divinity 2 has some great conditions for enviromental effects, such as oil and such
@JIROHirokawa
@JIROHirokawa Год назад
Burning condition. 1) targets make CON save on contact to the flame. (Reason is: it is harder to engulf into flames a larger creature.) It must make CON saves at the end of their next turn(s) or take fire damage. Condition ends on success. 2) Or they can expend their movement to roll, and make a DEX save to determine if they end the movement prone or not. (Yes, this inspired from that tiktok dance. ) 3) Or they can submerge themselves on water.
@paulfelix5849
@paulfelix5849 Год назад
The difference between normal fire and magical fire is clear. Check all those spells you listed; their damage die range from d6 (Red Dragons,Fireball and Meteor Swarm) upwards through d8 and d10 all the way to d12. A simple torch might do a mere d4, but fire bases spells, and even fire based creatures (Fire Elemental, Salamander, etc.) Never do less than d6 damage.
@ErokowXiyze
@ErokowXiyze Год назад
Okay, so the condition is really cool, but that isn't the part that gets me excited. It's the space saving in a book that the condition causes. It legitimately lets you cut out around 4 to 6 lines of text per instance past the first, so almost all flame things can use it which will actually make it easier to remember, while cutting down on text space. Solid choice. I'm stealing it.
@theberndog
@theberndog Год назад
i didn't think about disadvantage on concentration checks when on fire.. i really like that.
@JanellePhalen
@JanellePhalen Год назад
I know this would complicate it, but, if something catches fire, the fire generally grows. Therefore, maybe increase the damage every couple of rounds. One d4 for the first 2 rounds. 2d4 for the next 2 rounds. Basically Half the round, rounded up, d4s.
@gbyjrjn
@gbyjrjn Год назад
I think there's gotta be the rule that any object or creature set on fire, starts with 1d4 damage on the first round, but the damage should ramp up with every round because fire *spreads*. 1d4+1d6 on second round, 1d4+1d6+1d8 on third, and progress towards the limit of 1d4+1d6+1d8+1d10+1d12 for living medium creatures and up to 1d4+1d6+1d8+1d10+1d12+1d20 per round for buildings or gargantuan creatures. Extinguishing the flames must ramp up in difficulty as well by rising the DC with every round of continuous burning. This would make fire as deadly as it is, would make sense for most monsters to have the resistance or immunity to it. I think that is rather easy to learn and not that hard to keep track of.
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