Kharille wrote:
Just one aspect of terrain rules which I keep wanting to expand upon. I remember finding it so hard to approach a 10ft bonfire, my intention was to throw a glass bottle into the fire and I think I had to do it from 10, maybe 15 metres away because the heat radiating off it was so intense. I'd imagine players might have difficulty going anywhere near lava and might even get some intense burns. Plate armour might protect to some extent but after a while I'd expect it would be a major cause of discomfort to keep it on. Maybe a shield has more uses in keeping radiating heat off.
Probably not something that crops up enough to need rules, but if you fancied looking at some physics:
https://physics.stackexchange.com/quest ... re-burningKharille wrote:
Also, smoke rules. I figure maybe some very quickly implemented wind rules might be in order. The way it obscures shooting and also suffocates. Maybe a system of involuntary movement for being exposed to burning woods, heat, and maybe even a system of involuntary movement for a player that is burning. It would be an extension of HELLFIRE warlock spell.
I'm starting to wonder the kinds of campaigns in which you play where this would crop up enough to need rules, but I'd probably start by extending the missile combat adjustments to include cover/smoke. I like the idea of a character panicking and flailing when on fire (whereas just sensibly just dropping and rolling to put out the flames as we all, rationally, know to do). Maybe being on fire triggers a morale check? Failure means the character continues to burn for another round, running randomly around.
Kharille wrote:
Maybe some other mechanics for a player that is waste deep in marsh and hit by a DRAGONBREATH? Shouldn't he get a bonus for EVASION?
That sounds like cover, which crops up sufficiently often for me to have some house guidance for how cover benefits Evasion:
CoverIf a character is partially obscured by a low wall or just peering around a corner when required to make an Evasion test, he may duck behind the object already partially obscuring him for a bonus to his Evasion.
If the object covering the character can withstanding the full force of the threat, it affords a bonus of +1 to +4 to the character’s Evasion (at the GM’s discretion, depending on how much of the character’s body is currently exposed).
As a rule, for each full 20% of the character’s body in cover at the time of needing to make an Evasion test, the character gains a +1 bonus.
ExampleAn archer shooting from behind an embrasure in a castle might have almost total cover and be at +4 to any Evasion tests, but an archer on the battlements may be slightly more exposed, gaining only a +2 or +3 to Evasion.
Similarly, an explorer poking one eye around a corner may enjoy +4 to his Evasion score, should he have to whip is head out of the way of a gout of flame that spears towards him, but a sorcerer looking to launch a spell down a corridor from the same position will probably need to be more exposed, gaining only a +1 or +2 to Evasion.
Shields as coverUsing a shield as cover from an incoming attack increases a character’s Evasion by +1. Shield cover bonuses are not cumulative with other cover bonuses. Note that if the incoming attack exceeds the shield’s Damage Threshold it will be damaged, just as it would be in melee combat. At the GM’s discretion, powerful damaging effects (such as powerful spells, for example) may entirely destroy the shield.
Kharille wrote:
On that matter, what about DRAGONBREATHING something trying to read a scroll? or maybe shooting someone who is trying to drink in the middle of combat?
This would be a called shot, for which there are currently only rules that apply to Attack vs. Defence (for example, the -8 to Attack to target a Demonologist's Phylactery). However, I wouldn't see any reason why these penalties couldn't apply to the Speed of indirect magical attacks to target them more precisely (well, those that could feasibly be targeted). Anything from a -1 to -4 penalty to Speed would be appropriate for the size of the target (half the penalty to Attack).