Monday, August 29, 2011

House Rules: Fire, Lightning and Acid Damage

Officially, D&D 4th edition rules say that if is not in the spell description, than any additional affects do not exist. By that track you can not use fire spells or abilities to ignite objects unless it states it can in the spell decryption. The upside to this philosophy is that makes the game simpler to run, but the down side it makes it less realistic, in what I think is a critical way. As players we do need t watch our rule creep. We need to strike a balance between realism and the game being paralyzed with rules. I have done a fair amount of research on the D&D forums about this subject. This is what I have come up.

1. Only Fire/Heat/Steam/Acid Spells that cause ongoing damage can damage items or any lightning/electrical spells*- Most spells/powers cause flash damage. This is the equivalent of nearly instantaneous flash of extreme heat. *the only exceptions to this rule is volatile fumes/gases, rules on such an occasion will have be addressed if it arises.

2. Items make base DC check of 10 (or 20 for Lightning/electrical) to be ignited. - This check assumes the item is combustible, or can be melted

3. Modifiers
Magic items: subtract the item’s enchantment bonus or 1/3 of the item’s min level if no enchantment bonus is available.
Magic Items with resistance or elemental properties: If the item offers powers or protection to the matched attack (such as a Fire breath weapon vs. a Flame sword) the enchantment bonus is doubled.

Material Modifiers
Fire/lighting/acid Vs non-magic metals. -5
Fire/lighting/acid Vs Mithril, Ceramics, glass and stone -7
Fire/lighting/acid Vs Adeniamtite -10
Fire/lightning Vs Volatile explosives, gas & liquids (Methane gas, Torch oil) +2

Source of the Acid/Lightning/Fire
Natural lightning strike +10
Lava + 10
Bonfire/building fire/ forge +5
Spell, power or ability: + ½ the casters level

Personal save - A person under fire may choose one item and transfer a modifier equal to reflex modifier from one item to another. This can not be used while blocking using shield vs. blast attack.

Blast Attacks vs. Shields - The total shield modifier may be extended to all the player’s items and the to another player 1 square directly behind them. This bonus if for large and tower shields and ½ of a bonus is offered for small shields. The player using this shield black maneuver can not use personal save too.



Combat Example: A Level 30 Ancient Red Dragon uses Immolate breath weapon on Vincent a level 26 Paladin. Assuming he is struck with the breath weapon. Vincent decides to use his +5 adeniumtite shield of fire protection. The shield get a total of -20 on a DC check because of the material and it’s enchantment bonus (x2 because of fire resistance). +15 offsets the DC roll because of ½ the level of the dragon. This gives a total bonus of -5 on DC check. Roll for the shield first, if the shield makes it the rest of the player’s items will have an -5 to all subsequent DC item damage checks. This bonus can be extended to another player in 1 adjacent square behind the player.

4. The items that fail their DC are destroyed at the end of the target’s next turn.

5. If the means are available, i.e. submersion in water, or dosing with water, a DC of 10 must be made, and items are unusable, but repairable. This must be done by the end of the target’s turn.

6. Elemental affects on materials
Fire, heat, steam, lave, magma, plasma-ignites, incinerated or disintegrates combustibles, melts metals (depends on temp), supper heats then shattered ceramics/glass, stone. Note: with enough heat energy, any object can be completely broken down to it’s base elemental parts, the exception being relics/artifacts.

Lightning, electricity- produces entry and exit wounds, and burns a pathway through the flesh. In the case of extreme high voltage what ever part of the body the energy exits, that part of the body is blown off. the electricity passes through.
Largely un affects glass and ceramics. Ignite combustibles, burns holes into armor, or melts or warps metal objects.

7. The target only makes the item damage DC checks when it is initially hit with the spell/power.

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