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Join Date: Jun 2018
Location: Cidri
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Hey all,
I am GMing a campaign and some of the characters have the Fireproof spell or fireproof garments. However, they will be going into a situation where there is a lot of steam and high heat (we are talking volcano heat here) above 110 deg F in some rooms and nearing 1,000 deg next to the opening. The official wording of Fireproofing is that it: "Makes its subject immune to all effects of all kinds of fire and flame." The main question is whether extreme heat is seen as an effect. In my opinion, Fireproofing should allow you to walk through a small fire and protect fully from any attacks of fire, but not from intense heat. If fireproofing was meant to be that expansive in TFT then a fireproofed item would keep you from getting sunburned, boiled in tar, and give you the ability to swim through lava. I'm pretty sure that's not the intent. How do other GMs deal with this variance I think a die roll vs ST every 10 minutes when a character is in an extremely hot environment, for those that don't have fireproofing, will work. Use three dice for the first 30 minutes and add a die every 30 minutes. Failure means the character is fatigued 1 ST and is at a -1 DX. Both penalties are cumulative but the DX penalty caps at a -3. Armor adds its DX minus to every roll. If a character has Fireproofing, I'll just subtract a die for each roll. A critical failure would double the fatigue and DX penalty. [I]For example, Sir Bedric, with his 12 ST, is wearing chainmail and walks into a steaming tunnel under the volcano where temperatures are in excess of 110 degrees. After 10 minutes, he must make a 3d roll vs. 9 (12-3) or lose 1 ST in Fatigue and is at a -1 DX. If his armor was Fireproof, he would only make a 2d roll vs. 9. On a Critical Failure, he would lose 2 ST in fatigue and be at a -1. DX. Please let me know how this sounds to you. -Jim (Tolenkar with ONE "L")
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Yes, I know Tollenkar is misspelled. I did it on purpose. Apparently, I purposefully misspell words all the time... |
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