| Abraham Z. |
If a PC gets bullrushed into lava, he or she immediately takes 20d6 fire damage (ouch). They then continue to take 20d6 for each round of exposure, and 10d6 for 1d3 rounds after they get out of the lava. But when do you apply this damage? For example, if the PC is knocked into the lava in round 1 (and they immediately take 20d6), do they take another 20d6 at the start of their next turn (i.e. before they have a chance to get out)? Or do they get their actions first, only applying the next damage at the end of their turn? And when would the post-immersion 10d6 start to apply?
| Fuzzy-Wuzzy |
As far as I know, damage occurs upon initial exposure and at the start of the character’s turn.
Agreed. Further, this includes the post-immersion damage.
So if you get out ASAP, you take 20d6 on going in, 20d6 at the start of your turn, you get out, you take 10d6 on the start of your next d3 turns, for a minimum of 50d6 (ouch).
| Abraham Z. |
Yep, agreed. But I'm prepping a scenario where this could happen to the PCs, want to be sure that I adjudicate it correctly. It seems like the principle to follow is: effect occurs when it first happens, and again at the start of the PC's turn (unless something specifically says that it occurs at another time, such as at the end of the PC's turn)?
Ascalaphus
|
| 1 person marked this as a favorite. |
The rules for ongoing effects aren't 100% consistent;
- Bleed effects happen at the beginning of the turn (so before you get a chance to stop them).
- Burn effects happen at the beginning of the turn. So you'll take damage twice before you can do anything about it (but a teammate might Create Water before your turn).
- Poison... we've always played with poison happening during the player's turn every round until cured/expired, but I can't actually find any rule saying so in the CRB or Bestiary. Either I've overlooked it, or we've been playing wrong all this time.
Without a rule saying to do it in the PC's turn, it should be 1 whole round after injection, so during the turn of the critter that injected the poison. That gives you time to drink an Antitoxin.
- Black Tentacles attack at casting, at the beginning of the caster's turn, and immediately at anyone entering the area.
- Entangle affects creatures on caster, when creatures enter the area and when still in the area at the end of a creature's turn.
- Stinking Cloud affects creatures in it at the time of casting and during the caster's turn if they end their turn inside it. (You can dash through!)
- Cloudkill deals damage at casting and during the caster's subsequent turns.
So yeah, that's not wholly consistent. I couldn't find a generic definition of hazard rules in the CRB - they seem to be a catch-all category for environmental badness and anything that's not as intentionally constructed as a trap or as self-motivated as a creature.
I would probably go with the general principle laid out in the combat chapter for "every round" things: they happen once per round, at a certain moment in initiative; so after they happen you have a chance to act before they happen again.
If a character fell into lava, I'd do damage once, then again after a whole round. (I recently ran a L5 module with rivers of molten gold which do damage similar to lava.)