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 Post subject: Fire Hazard
PostPosted: Sat May 03, 2014 3:52 pm 
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Joined: Fri Sep 27, 2013 8:25 am
Posts: 573
Location: Dallas, TX
So after last night's game, when the business end of a werewolf was soaked in lamp oil and set ablaze, I figure it's high time I get busy house ruling some fire damage rules for my game. Once something official is out there, I may swap them out. In the meantime, here is what I'm considering.

Quote:
Fire Damage Table
Size / Example / Radius / Damage
Tiny / Candle / — / 2d Damage
Small / Torch / — / 4d Damage
Medium / Campfire / 1 yard / 6d Damage
Large / Bonfire / 3 yards / 8d (+5) Damage*
Huge / Burning Building / 6 yards+ / 10d (+10) Damage*

Additional damage indicated by a + (ie, +5, +10) is a number of points automatically taken in addition to the rolled result.
For example, a witch hunter is caught inside a burning barn (Threat Rating 5; Huge; 10d (+10) Damage. The GM rolls 10 dice normally for damage and rolls 4 successes. On top of this damage result, the witch hunter suffers 10 points of damage automatically, for a total of 14 points of damage.


How does this sit with folks? Too much? Asking for trouble?

Tom

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a blog dedicated to swashbuckling, fantasy and horror gaming

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 Post subject: Re: Fire Hazard
PostPosted: Sun May 04, 2014 3:11 pm 
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Joined: Fri Sep 27, 2013 8:25 am
Posts: 573
Location: Dallas, TX
Played around with this a bit more. I kept getting hung up on the whole "burning building" descriptor. I love the visual impact of a battle in a burning church, so I don't want the damage to be too debilitating. There is the revised table (now in an easy to read png!)

Image

Thoughts?

Tom

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...and a Brace of Pistols
a blog dedicated to swashbuckling, fantasy and horror gaming

Witch Hunter: The Invisible World Unofficial Home on Google+


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