Caught in a thunderstorm, does 240d8 of damage to EACH character?!?


Rules Questions


The thunderstorm rules from page 438:

Quote:
thunderstorms are accompanied by lightning that can pose a hazard to characters without proper shelter (especially those in metal armor). As a rule of thumb, assume one bolt per minute for a 1-hour period at the center of the storm. Each bolt causes between 4d8 and 10d8 points of electricity damage.

My adventuring party is -- due to a module insisting it is so -- stuck in a thunderstorm during the hour of lightning. Assuming there is no ability to get shelter, the PCs are subject to 60 lightning bolts during the hour, for a minimum total damage of 240d8.

At first I assumed that the bolts were just random strikes on the ground or trees, but then re-read the bolded part of the quoted text, and realized that the game rules fully intend for the PCs to get hit. So then I assumed I just had to deliver that amount of damage to each PC, which is awful.

So, I'm here to ask for sort of a "community FAQ" on this. I don't really care about how Paizo would officially rule on this. I want to hear from other GMs: how would you follow the spirit of that rules text, without being a legalistic jerk that auto-TPKs the party?

For example, the rules text really doesn't say anything about targeting, which is why I assumed both "nobody gets hit" and then "everybody gets hit." Without anything to state who gets hit by this stuff, maybe there is a reasonable interpretation of this that allows for to-hit rolls, or reflex saves, or... I don't know, what do you think? What would you do if you were forced to run a module that insisted the PCs were in the thunderstorm for the hour of lightning? What's a good way to run this that doesn't suck and isn't a cop-out?


It's simple, i read the druid spell (Call Lightning) for a quick rule, roll a random player, hit his character once with a bolt so they realize it's dangerous. And soon they are all seeking shelter.


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They have to find shelter quickly. Otherwise... It'll quickly smell like grilled bacon.
Thunderstorms are supposed to be incredibly powerful here...

1. I'd split the 60 lightning bolts between the PCs. Striking twice as often those wearing metal armors.
2. which level are they, and were they supposed to know there were violent thunderstorms in that kind of place ? If they did, and made nothing to prevent that, they could be responsible for their own misery.
3. Have them take a bolt or two, then press them to find shelter on their own. During that time, make the bolts reflex negate. (Think Lightning Plains in FFX)


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Well, its definitely not to each character. One bolt per minute is one bolt per minute, and each bolt will only target one thing.

To inject a little realism, lighting tries to follow the path of least resistance to earth, with pointy things being more likely than flat things, and conductive materials being more likely than resistive things. Fear wearing spiked armour. But trees, being taller, are more likely to get hit.

Give a weighted chance for being struck, and modify the chance upwards for being larger in size, and for carrying metal. Once you nuke a tree or two, they'll find shelter pretty damn quick.

Liberty's Edge

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First, it would be a good idea to put this post in the section of the forum about the specific module, maybe someone has already resolved your problem. We lack too many information about the module, supposed PC level and so on to reply with some accuracy, and if you give the needed information your posts and the replies would require spoilers.

Second can pose a hazard to characters without proper shelter isn't the same thing as will unerringly strike characters without proper shelter.
The PC are in the center of the thunderstorm?
Can't move away?
Can't find shelter? (i.e. they are in a featureless plain? Even crouching into a ditch can give a modicum of protection against lighting strikes. Not being the tallest item in the area help)
No one can make a survival roll to reduce the hazard?
What is the DC of the reflex save to halve the damage? (You or the module should give one, it is an area attack as all others)


The mod insists they're stuck in a thunderstorm, but it doesn't say anything about shelter? I presume this isn't magical lightening; there's no reason to assume the bolts always strike PCs.

If the mod doesn't give specific instructions, it's really up to you to make it an appropriately challenging, but fair and fun, encounter.
At the very least, you should randomly assign each lightening strike, with a higher chance to hit larger target or those constructed from or wearing a lot of metal.
A saving throw is entirely appropriate, although I'd be tempted to make it a Fort instead of a Reflex, since there's really no way to dodge lightening... unless your setting is very high fantasy.

What levels is the module aimed at? If your players are above 8th level or so, they should have little trouble coming up with ways to circumvent, escape, or simply heal the damage, regardless of how many bolts you throw at them.

A lower leveled or less balanced party may still be able to mitigate or avoid the damage. For instance, they could move away from the center of the storm, remove their heavy metal armor, or find/create shelter.

Liberty's Edge

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Chemlak wrote:

To inject a little realism, lighting tries to follow the path of least resistance to earth, with pointy things being more likely than flat things, and conductive materials being more likely than resistive things. Fear wearing spiked armour. But trees, being taller, are more likely to get hit.

Not a big expert, but isolated trees or trees that are noticeably taller that the others are more likely to be hit.

Isolated cypress? It a lighting magnet.

In the middle of a deciduous forest, possibly in a depression and away from the tallest trees? Relatively safe.


Also... Electricity resistance could almost completely negate the 4d8 if the resistance was high enough reducing the damage to neglible levels.


Diego Rossi wrote:
Second can pose a hazard to characters without proper shelter isn't the same thing as will unerringly strike characters without proper shelter.

I agree. That's why I'm here -- I'm hoping to find some "reasonable probability" rules, or game mechanic, to resolve this. I'm looking for opinions. We have come to the edge of the game rules, where there are no more rules, so all I can do is hear opinions and pick & choose from the best of them.

Diego Rossi wrote:

The PC are in the center of the thunderstorm?

Can't move away?
Can't find shelter? (i.e. they are in a featureless plain?

Apparently, yes to all these things. They are in the storm, they can't get out of it until they've walked/run for a certain amount of time, and there is no shelter until they (again) walk/run for a certain amount of time.

Diego Rossi wrote:
What is the DC of the reflex save to halve the damage? (You or the module should give one, it is an area attack as all others)

The module lists none. It just says to use the thunderstorm rules, and those rules are quoted above in my opening post; they list no DC either. I'm here to find out what other GMs would do in this case -- it seems you would look for a DC for a reflex save, but finding none, then what? If you would make one up, what would your DC be? Would you insist on 60 such rolls from each character (since the lightning will strike 60 times)? Or, would the strikes randomly target characters, so with a 4 person party each character would roughly endure 15 such reflex saves?


What is the name of the module and what is the length of time involved?

You can

spoiler the name like this:
like this!

... if you want.

Copy/paste:

[ spoiler=title your spoiler here ] type the name of the module here [ /spoiler ]

and replace the "title your spoiler here" with something obliqe and "type the name of the module here" with the name of the module; delete any spaces between the brackets. That will make it look like this:

title your spoiler here:
type the name of the module here

Also, Call Lightning - 3rd level spell, 3d6 damage -; and Call Lightning Storm - 5th level spell, 5d6 damage -; thus, you've a 4d6 damage, but similar idea, I'd recommend a 4th level effect, meaning a DC of 14+presumed modifier, which would be +2 (14 is the ability score needed to cast a 4th level spell, and comes with a +2 modifier, which makes the DC 10+spell level+modifier, or 10+4+2 or DC 16). Just going at a rough rule-of-thumb.


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This is one of those places where you need to relax and ask yourself if this adds to the adventure or just makes it a pain for your characters.

Essentially if you follow the 1 bolt per minute and hit pc's with bolts the entire time no single player I know will think that's fun or cool - even if there was a wizard or cleric controlling the storm I'd expect forewarning.

Have the storm build up - hit a tree - if they don't try to find shelter have their hair start to stand on end... etc. if you really want to push it.

As to advice:

1) Modules aren't a bible - modify things that don't make sense or you don't like.

2) Rules aren't a bible - modify things that don't make sense or you don't like.

3) Generally if you play the storm like above it'd be the same as having a super volcano open under them - it's just silly and not really fair to the players. Heck the rules let them swim in lava for less damage.

Ask yourself if you would enjoy playing a game where the party died to a random storm, and what is heroic about that, and why you'd take the time to buy books, make a character, find motivation, and gather with other people so that time you've put into the character is snuffed out because 'the rules say 1 bolt per minute'.


Byakko wrote:
The mod insists they're stuck in a thunderstorm, but it doesn't say anything about shelter?

The module says they failed to get to the shelter in time and now must endure being out in the storm for some time.

Byakko wrote:
If the mod doesn't give specific instructions, it's really up to you to make it an appropriately challenging, but fair and fun, encounter.

Yes, agreed, that's why I'm here. I'm asking what other GMs would do to make it challenging but fair. I'll cherry-pick from their ideas.

Byakko wrote:
What levels is the module aimed at?

1st.

Byakko wrote:
they could move away from the center of the storm, remove their heavy metal armor, or find/create shelter.

The module places them in the storm specifically because they failed to get to the only shelter for miles, so there isn't really an in-game option to give them shelter, although the idea of creating shelter is a good one. Getting them out of their metal armor is a good one. That implies that I definitely need to reduce targeting for those that do not wear metal.

So, maybe percentage rolls to see who is targeted, with it weighted toward metal-wearing characters, and if the metal is off, the odds of anyone getting hit go down.


Metal armors could attract lightnings but at least heavier types should protect at least partially. Because lightning follows the path of least resistance the majority would travel through the metal, not through the body. A set of full plate could even work as a Faraday cage, making the wearer immune to electricity.
But for simplicity's sake it might be best to ignore both the higher hit probability and the protection.

faraday cage on Wikipedia:
A Faraday cage or Faraday shield is an enclosure formed by conductive material or by a mesh of such material. Such an enclosure blocks external static and non-static electric fields by channeling electricity through the mesh, providing constant voltage on all sides of the enclosure. Since the difference in voltage is the measure of electrical potential, no current flows through the space. Faraday cages are named after the English scientist Michael Faraday, who invented them in 1836.[1]

A Faraday cage operates because an external static electrical field causes the electric charges within the cage's conducting material to be distributed such that they cancel the field's effect in the cage's interior. This phenomenon is used, for example, to protect electronic equipment from lightning strikes and electrostatic discharges.


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aboyd wrote:
The module lists none. It just says to use the thunderstorm rules

Thing is, there aren't really rules for thunderstorms. They're just guidelines. As such, it's up to you to break out some elbow grease and determine what would be a good encounter for your group.

If this is for PFS, you should make a post in a different forum requesting module clarification as there's clearly not enough information provided to make a consistent play experience.

Again, it's not really a rules question - it's up to GM discretion... and you're the GM, right?

Liberty's Edge

Can you give me the module name? I have most of them and maybe can see it at home to get a better idea of the situation.
If it is the one I think

Spoiler:
high level and with a cloud giant
there are reason for the storm and it was written for the 3.5 so there can be some discrepancy on the rules.

As a minimum, I would allow a survival roll with a DC of 15 (avoiding an hazard) to halve the chances of being struck for all the party members and a reflex save to halve the damage, with the DC based on call lighting storm (from memory, DC 17).

Base chance of a single character being struck every minute: 100% if taking no precautions.

To divide the risk between the party members: tall (human, elf, etc.) guy in metal armor or with a lot of metal 4, tall guy with little metal 2; short guy (Halfling, gnome) in metal armor 2, short guy with little metal 1; dwarf in metal 3, dwarf without a metal armor (really?) 1.
Add all together and roll the nearest dice to see who is struck.

More or less it should work.

Edit: strength of the bolt:
(2+2d4)d10. Average 7d10.

Further edit:
1st level?
Ouch.

I don't think the writer was thinking at all about the thunderstorm rules in the CRB. Probably an oversight between the writer and the guy that did the revision before printing.

A hailstorm seem more than enough for 1st level characters.


Hang on, the module is for 1st level characters, yet is throwing them into a full on thunderstorm? AKA, do what the module wants, or die?

In this case, assuming you don't want to completely ad-lib, the best course of action may be to emphasize how *nasty* the storm is and get them back on the mod's railroad. Give them a chance to reconsider and turn around, with some well described near misses as they press on.

If they keep pushing their luck, have a bolt randomly hit one of them for 3d6 dmg, with a Reflex or Fort save for half (around a DC 15). This should either severely injury one, or knock someone unconscious. Give them another chance to turn around, and mention that the storm only gets worse ahead.

I would advise against saying "ok, you keep going north and find yourself in the middle of a storm... good luck!". Give them ample chances to escape what is essentially a death sentence.


Ckorik wrote:
Ask yourself if you would enjoy playing a game where the party died to a random storm, and what is heroic about that, and why you'd take the time to buy books, make a character, find motivation, and gather with other people so that time you've put into the character is snuffed out because 'the rules say 1 bolt per minute'.

Already done. Already decided that it would suck. That's why I'm here. I hope to hear from GMs about how to mitigate the suck.

I do not have the option to shelve the lightning storm. I do not have the option to modify the module. I do have the option to look at the rules and say, "Do these rules mandate that everyone take 240d8 damage?" I think the answer is no, and I think I can defend that interpretation. So now I need interesting ways to handle not delivering all that damage.

So far, this is what I've got from this thread:


  • The players can't find shelter, but I can sure encourage them to make shelter!
  • The lightning doesn't have to hit all characters all the time, so I am free to come up with a system that might even involve the lightning not hitting characters or rarely hitting characters!
  • Taller objects get hit hardest, so since there is a layer of "some" feet of snow, getting the PCs under the snow (if they have Endure Elements or something like that) might cause lightning strikes to bypass them...?
  • Get the PCs out of metal armor and thus reduce the chances of being struck!
  • Burrowing might help? If they can summon something with a burrow speed, I'd happily say it can burrow them a safe hole.


Diego Rossi wrote:
Can you give me the module name?

I'd like to not give the module name, because I don't want this to devolve into a criticism of the module, nor my handling of it. Instead, I'd like to keep this as an exploration of what to do with the "Thunderstorm" rules quoted at the start of the thread. Do GMs feel the rules as quoted mandate that all damage hit all characters all the time? Or is it more of a "OK, that's the base we have to work with, now let's put in a system mechanic to play it out."

I am super hopeful for a system to layer on top of the Thunderstorm rules. In fact, I like yours:

Diego Rossi wrote:
To divide the risk between the party members: tall (human, elf, etc.) guy in metal armor or with a lot of metal 4, tall guy with little metal 2; short guy (Halfling, gnome) in metal armor 2, short guy with little metal 1; dwarf in metal 3, dwarf without a metal armor (really?) 1.

Also:

Diego Rossi wrote:
I don't think the writer was thinking at all about the thunderstorm rules in the CRB. Probably an oversight between the writer and the guy that did the revision before printing.

I'm certain you've not guessed the module in question, but you've absolutely guessed the problem in the design of the module.


I'm actually pretty sure I know the module you're talking about now. Yes, it says the PCs find themselves in a thunderstorm if they don't go where the mod wants. This doesn't mean you have to teleport them straight into the center of the storm, even for PFS!

Be a savvy GM and fill in between the dots. Mods aren't going to give detailed instructions on how to cover every possible deviation from the story. You should be happy that the mod gives advice on how to get the players back on track at all. Don't take it as a set in stone TPK simply because it doesn't elaborate at length on how to handle it.

But again, this isn't really a rules question, and should be moved to the module/GMing forum. There just aren't full rules on how to handle thunderstorms... and even if there were, you have ample power as a GM, even in PFS, to gradually build up towards the full effects.

Liberty's Edge

Ok, unless this is some kind of magical hell storm getting hit by lightning should be pretty rare. Maybe once or twice for some sort of narrative encouragement and then be done with it. For comparisons sake the Empire State Building is hit by lightning an average of 25 times a year with the record being 8 times in 24 minutes. So, unless the PCs are at the highest elevation in the area with lightings rods strapped to their backs it should be less than that.


What I would do in such a case:
Have a lightning strike a nearby tree, the tree explodes and pieces of wood hit the party. 2d4 damage reflex/half with a DC of 12. Now they should know they are in danger and try to do something about it. Which should be enough to get them back on track.

Just do not kill a pc because RPG games don't know how metal armor interacts with electricity.


The_Hanged_Man wrote:
For comparisons sake the Empire State Building is hit by lightning an average of 25 times a year with the record being 8 times in 24 minutes. So, unless the PCs are at the highest elevation in the area with lightings rods strapped to their backs it should be less than that.

Hot damn, that really helps. Thanks!

I think I've got a system brewing now. The rules say the lightning must strike 60x per hour, but don't say all strikes must hit PCs, so I can do something like this:


  • Roll % dice -- only 10% of the time will lightning even hit a person (25% if metal armor in group). The other % of the time the lightning strikes a random feature of the terrain -- possibly even distant ground, as nothing says all lightning strikes must be directly overhead.
  • If a person is getting hit, roll using Diego Rossi's system for determining which character is hit.
  • Use the lowest damage (4d8) as nothing mandates using the higher numbers.
  • Give the PCs a reflex save to halve the damage, but since this is not a malicious spell trying to kill the PCs, make the DC really low. Maybe a DC 12 to halve the damage.
  • After the very first hit, give them survival/wisdom checks to do anything to avoid future strikes, and/or give them hints. Allow their plans (if any) to obliterate the lightning strikes entirely, if their method is good.

With this, maybe they survive!


Just a Guess wrote:
Just do not kill a pc because RPG games don't know how metal armor interacts with electricity.

I personally don't know how metal armor interacts with electricity. What happens in the real world to a person wearing breastplate in the normal fashion?

Liberty's Edge

Byakko wrote:

I'm actually pretty sure I know the module you're talking about now. Yes, it says the PCs find themselves in a thunderstorm if they don't go where the mod wants. This doesn't mean you have to teleport them straight into the center of the storm, even for PFS!

That seem more like: "The PC go in the wrong direction, there is a storm brewing, the PC see it at least several minutes in advance while it approach them (that is what happen, unless it is a magical storm), then they are at the edge of the storm, then the storm move over them and at the end of the hour it has moved away or dissipated."

If that is the case, I don't see any need to have them in the center of the storm at any time. Just a Guess gave some good suggestion for low level PC.
I would have them hit by an hailstorm while the edge of the storm pass over them, with them seeing the lighting bolts hitting nearby things.


The number of people killed by Thunderstorms is tiny.
Unless they are on a flat featureless plain the chance of being hit is very low. Lightning follows the path of least resistance in steps of around 60m, so if within a 60 meter sphere there is something taller than you, you should be ok. Do not get to close to a tree as the lightning can be conducted into the surrounding ground and still hurt you.

This humorous website explains it far better than I can
https://what-if.xkcd.com/16/

Summary your party will get wet, maybe scared and almost certainly not get hit by any lightning


aboyd wrote:
Just a Guess wrote:
Just do not kill a pc because RPG games don't know how metal armor interacts with electricity.
I personally don't know how metal armor interacts with electricity. What happens in the real world to a person wearing breastplate in the normal fashion?

Metal armors in general are highly conductive so the electricity would flow along the armor not through the body. At least not where the armor is. So instead of having his internal organs cooked someone wearing BP would "only" have severe burns across his chest and legs.

Heavier armor like full plate would work as faraday cage, completely protecting from the electricity itself and only be affected by the heat generated within the metal of the armor.

Sadly most RPG systems only care about metal attracting electricity resulting in a higher hit probability or higher damage.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
aboyd wrote:
Just a Guess wrote:
Just do not kill a pc because RPG games don't know how metal armor interacts with electricity.
I personally don't know how metal armor interacts with electricity. What happens in the real world to a person wearing breastplate in the normal fashion?

Depends. If metal from the armour is touching the ground (and is thus earthed), a lightning strike will just go through the metal, into the ground, and will barely bother the wearer at all (probably some burns). This is what a Faraday Cage does, and it's one of the coolest things ever.

Equally, if the metal is perfectly insulated from the ground, nothing will happen to the person inside (and is less likely to get hit at all).

The worst case scenario (for the wearer) is if there is imperfect insulation to earth through. Lightning hits the breastplate, and tries to earth, and the easiest way to do that is through the legs of the wearer. Boom, full-on lightning strike.

It's counterintuitive, but the safest bet would be someone wearing metal armour, with metal gauntlets that are in contact with the armour, holding the blade of a metal sword which is planted in the ground. You'll get wet, sure, but lightning won't faze you at all.

Advice: if you're caught out in a lightning storm, get inside an automobile. Rubber tyres are damn good insulators and the body and chassis of the car make an effective Faraday Cage. Second best is divest yourself of metal and lie flat. Third best is create a path to earth for the electricity to go down in preference to your body.


This stuff is great. Thanks. I printed the XKCD stuff. I'm getting the impression that while the Thunderstorm rules are probably accurate to say that it's 60 strikes per hour, it's also very accurate to say that the strikes are randomly spaced and rarely hit people.

I know now to tell the players to stay far away from trees.

I get the impression that whomever wrote the Thunderstorm rules text was familiar enough with the properties of lightning to just assume that everyone would say "OK, here are general rules, I can figure out the rest." However, I had no idea about how to figure out the rest. Now, knowing how rare it is to be hit & killed, I can take that text and say "I know how often lightning strikes, and I know what happens if you get hit, but now for the open-ended part: ARE you going to get hit? There are lots of ways to avoid this."

I might be able to get away with a ruling that if someone in full plate is struck by lightning and makes the saving throw, they take no damage instead of half damage. I could maybe do that since there are no rules at all for natural lightning, aside from "does 4d8 to 10d8." Of course, the lords of the game would probably insist that I follow precedent of other rules (such as those for magical lightning) so I might not be able to pull that off.

Chemlak wrote:
Second best is divest yourself of metal and lie flat. Third best is create a path to earth for the electricity to go down in preference to your body.

Oh, those are great ideas. Yes, I'll hint they could just lie under the snow. But also the idea of putting together a metal pole or something like that, and having it near them but not connected to them, hmm. Actually, I just learned that being near a tree when lightning hits it will kill a person, so I would guess being near a lightning rod will have the same killing effect. I like the idea of a "lightning diversion" though. I'm just unsure how to execute it, or how to give the players an advantage for doing it.

Sovereign Court

I'm pretty sure the module writer did not intend for you to rigorously use the Thunderstorm Hazard rules. Because if this scenario is aimed at level 1 characters, then even a single bolt is quite likely to insta-kill a PC.

More likely is that the writer hadn't read that bit of the Hazard rules, and was thinking "they'll get wet, get scared, possibly catch a cold, and just maybe get fried up a little by a Call Lightning style lightning bolt", because those are all things a level 1 character has a decent shot at surviving.


Yeah, but what the module writer intended mostly doesn't matter. That doesn't give me any escape. I am mandated to run it as-written, even if that's dumb as rocks. Hence, my interest in exploring the Thunderstorm rules text to see if it was all-or-nothing. I think we've determined that the Thunderstorm rules do not provide all the game mechanics needed, and are simply a basis for a GM ruling. That's great, it gives me leeway.

I think we've made it. I think I can deliver something that works. As a bonus, I think there is a method for handling Thunderstorm rules for all my games going forward. I can make sensible percentage rolls, describe lightning hitting trees or rocks or other nearby objects, offer saving throws, have PCs hide from lightning successfully, and so on -- all within the rules, since the Thunderstorm text is not all-encompassing and leaves plenty of room for me to implement things in a sensible (even realistic) way.


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Pathfinder Starfinder Maps, Starfinder Roleplaying Game Subscriber

In addition to the Survival roll suggested above, a Knowledge Engineering roll could allow one of the players to come up with the idea of making a lightning rod. They probably have some equipment that is metal and could be grounded so that the lightning would go to it. Ideal would be a piece of chain that they could elevate somehow, acceptable may be tying some dogslicers or other weapons together vertically. They should then move away from the lightning rod until the storm is over. Expect the lightning rod to sustain damage.


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aboyd wrote:

Yeah, but what the module writer intended mostly doesn't matter. That doesn't give me any escape. I am mandated to run it as-written, even if that's dumb as rocks. Hence, my interest in exploring the Thunderstorm rules text to see if it was all-or-nothing. I think we've determined that the Thunderstorm rules do not provide all the game mechanics needed, and are simply a basis for a GM ruling. That's great, it gives me leeway.

I think we've made it. I think I can deliver something that works. As a bonus, I think there is a method for handling Thunderstorm rules for all my games going forward. I can make sensible percentage rolls, describe lightning hitting trees or rocks or other nearby objects, offer saving throws, have PCs hide from lightning successfully, and so on -- all within the rules, since the Thunderstorm text is not all-encompassing and leaves plenty of room for me to implement things in a sensible (even realistic) way.

Is this PFS? Or some other reason you have to run as written?

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
aboyd wrote:
Yeah, but what the module writer intended mostly doesn't matter. That doesn't give me any escape. I am mandated to run it as-written, even if that's dumb as rocks.

If the module as written is unclear, it is up to you to determine what 'run as written' means.

Liberty's Edge

Living in the middle of the US, I am quite familiar with thunderstorms.

While some storms may pop up suddenly, you usually have a few hours of warning and they are late afternoon, early evening storms. It's a hot and humid day, mid afternoon puffy clouds start forming. Around 4-6 PM, the clouds start to grow—you can actually watch them grow in real time, it's pretty cool. An hour or so later, the rain, lightning, and thunder start. These storms are relatively isolated, usually only 20-30 miles wide at most, many times smaller, though there might be a number of them throughout the area. The neatest thing is when they are near you: the sky is clear except for this one section that is a dark gray color. The storm moves by after 30 minutes or so, and then you see the backside lit by the orange and pink glow of the setting sun. It's pretty amazing.

Then there are the big lines of thunderstorms, including the fast-paced squall lines. These storms are preceded by high whispy clouds, and as the day progresses, those clouds start to thicken. You usually hear the thunder before anything else. The approaching sky is almost black, sometimes there is a greenish tint to it. Depending on how fast the storm is moving, you have about 20 mins to an hour from when you first hear the thunder to when it gets to you. The sky darkens to almost night, and the rain comes down in heavy sheets—sometimes it's difficult to see the house across the street. Bright white flashes of light pop followed by thunder that literally shakes everything. This usually lasts for about 20-30 minutes before tapering off. If it's a squall line, it's usually a one-and-done, though there might be some lingering rain for a few more hours. The frontal storms come in waves and tend to last throughout the night. These lines of storms are hundreds of miles long.

Anyways, thunderstorms shouldn't just pop out of nowhere—they shouldn't be surprised (unless there is magic involved, of course). There should be clues that give them at least a few hours of warning that if they're not going to seek shelter, they're in trouble.


TriOmegaZero wrote:
If the module as written is unclear, it is up to you to determine what 'run as written' means.

Yeah, I'm pretty sure that's what just took place in this thread. My conclusions are posted in a bulleted list a few posts above.

EDIT: HangarFlying, loved your text, and I might use some of it to describe the scene to the players. Thanks for posting.

Grand Lodge

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Pathfinder Adventure, Rulebook Subscriber

Is this a PFS game? Because that was mostly what I was referring to.


It doesn't matter. My interest is not in resolving issues with the module. My interest is in resolving issues with the rules text for Thunderstorms, and that has happened to my satisfaction. I need no more assistance, everyone has been hugely helpful, and I am greatly thankful.


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Here is for reference...

NOAA

Odds of being struck by lightning in a given year (reported deaths + injuries)

1/1,190,000

Odds of being struck by lightning in a given year (estimated total deaths + injuries)

1/960,000

Odds of being struck in your lifetime (Est. 80 years)

1/12,000

So if you really want to make it real - roll 100 on a d10 around 100 times in a row - if all 100 rolls hit 100 then a character is struck.

Outside of that it's GM fiat based on the rules in the CRB which say lighting can strike but not that it must strike.


What is the lightning storm supposed to make the PCs do?

Can we help you make it more fun?

Also if a 1 PC is struck and they are near each other then they are all struck since lightning is dangerous through the ground. I would disregard that or reduce damage based on distance from struck target.

Sczarni

@aboyd

If I remember right, there is only 10% chance or something like that, that lightning bolt will hit PC, each time, per minute. It's under environmental rules for weather.

Liberty's Edge

aboyd wrote:
TriOmegaZero wrote:
If the module as written is unclear, it is up to you to determine what 'run as written' means.

Yeah, I'm pretty sure that's what just took place in this thread. My conclusions are posted in a bulleted list a few posts above.

EDIT: HangarFlying, loved your text, and I might use some of it to describe the scene to the players. Thanks for posting.

Here is a time lapse video of a storm that hit us last June. I remember this one distinctly because I was at home and my wife called me saying she pulled off the side of the road—she couldn't see more than 10-20 yards in front of her and I could hear the car getting the holy snot beat out of it by hail. She was about 15 miles northwest of the point where this video was shot from (and probably got hit 15-20 minutes prior to when it rolled in here). So, the final moments were caught shortly after 5:30 PM—which is not nighttime during that time of the year.

EDIT: I should add that my wife made it out ok, if only a bit shaken up by the experience. Amazingly, the car made it through remarkably well: the windshield took a hit right at the seam at the top center, a handful of sizeable dents plus about a dozen small dents.

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