Kharille wrote:
Maybe alternative approaches, like engage a sapper. Imagine if such a knight fell through a pit 2m x 2m x 200m? Or better yet, one with 3m deep water?
I like imaginative approaches like this - sometimes an unassailable foe requires some lateral thinking to overcome.
Kharille wrote:
What about AF8 armour and getting hit with a siege weapon?
Death. Doesn't really matter how magical your armour is - if you're hit by a weapon designed to bring down a castle wall, it won't be very kind on a fleshy lump encased in a thin sheet of metal.
Kharille wrote:
I think rules of adventuring might be expanded upon. Surely if a guy in plate gets hit with several DRAGONBREATH spells might be inclined to remove it? I don't think we have rules for burning, something I'd like to expand upon. We have the warlock spell HELLFIRE but what about getting set alight?
I'm reminded of the D&D
Heat Metal spell, which was designed to make wearing metal armour or carrying metal objects unbearable and cause damage over time. The physics around thermal energy and temperature mean that something with a high temperature might still have a low thermal energy, so a
Dragonbreath might be very hot for a very short period of time, but not really impart much thermal energy into an opponent's armour. Multiple strikes or higher-level spells might do more, but I'd suspect that if you could hit a knight with enough
Dragonbreaths to the point that this would come into play, you've probably already killed the knight (even with an AF of 8, unless you roll _really_ badly).
As for continuous damage from wearing burning clothes or being in a burning building, for example, maybe 1 point per round on top of the damage caused by the initial exposure (meaning most people would be dead in under a minute), with the option to use a full round action to drop and roll to put out burning clothes. Is something like that what you had in mind?