P I ended up with a half-orc Barbarian (I love the C&C interpretation of this class never liked rage) and a dwarf cleric. It's not such a big deal though, since my group doesn't have one. I'd prefer more balanced wizards throughout. On the subject, I like C&C, but I've never agreed with the classic D&D formula of incredibly weak wizards at low level, to balance the fact that they can be so powerful later. Better than one creature, yes, but not great.įor me, though, having require a save or catch on fire (assuming you're wearing clothes P) and it's potential intimidation factor have solved the problem. In most circumstances, that will be able to hit 2 creatures at most. No, I took that into consideration, but I'm fairly sure it's 10 feet wide by 5 foot long. MU's learn about the subject or, perish at low level. If the monsters break through the fighter types. Seems to be a defensive spell for a 1st level. So, ALL within that area take the damage. Experience only for kills leads to thinking you were fearing being trapped within.ĭocdoom77 wrote:So, Burning Hands is kind of a poor combat spell for a low level wizard doing 1d2+1 damage, it's lucky to kill a goblin. Which is wiser and more "amazing", killing 20 goblins with chain lightening or putting on an amazing light show followed by smoke and a burning hands spell, injuring one and making the 20 flee in terror (all with zero and 1st lvl spells)? Reward the smart and the "winner" if they did it well. But if you want to allow bad guys to run when the going gets tough do not forget to give experience for the defeat. if dinner is likely to hurt you or kill you, its not dinner, something else will be, That basic rule, that most creatures do not wade in wishing to die goes a long way in many encounters. have fun with it, play it up, Goblins will run or break, most "wild" creature do not "fight to the death". The psychological impact can be played into something much more than 1-2 base hp. I'm not saying 5-7th lvl shamans are not scary, but they are not King, 200 Goblin and 20 1st lvl fighter Goblin controlling scary if they are not culturally "feared". but keep in mind Goblin Kings (5-7th lvl fighters) for tribes over 200 have or are controlled by a (wizard) shaman Goblin of equal level. Since Goblins have been the topic here and this is on the line you liked: Just from the Goblin description, they are vicious if highly over numbered or they think they got a great trap set. It ended up being less important in the immediate future than I thought it would, since neither of my players made wizards. If they catch fire they take 1d2 fire damage each round until they save (the fire goes out, runs out of fuel, is hastily patted out, etc) or spend a round doing a stop, drop and roll type of maneuver. I had thought along similar lines, though I might just give them a save to avoid catching fire if they are wearing flammable stuff. Person soaked in gasoline, catch fire on anythingĭamage-wise, I'm assuming it just means that something that has caught fire will continue to sustain the same damage each round until put out. Very flammable targets, such as a scarecrow,Ĭatch fire on a 4-6. I found this in Savage Worlds, seems reasonable: Kreider204 wrote:I can't find rules for catching fire in any C&C book, or any D&D book for that matter.
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