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- This topic has 1 reply, 2 voices, and was last updated 12 years ago by Anonymous.
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- May 3, 2014 at 8:52 pm #151202AnonymousInactive
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.
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
May 4, 2014 at 8:11 pm #262001AnonymousInactivePlayed 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!)

Thoughts?
Tom
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