Originally Posted by kasakoff
Originally Posted by Eugerome

A:

I do think the Burning effects needs to be in a game. It baffles me that in a game where you have fire based spells, fire elementals and dragons spewing fire there are no consistent rules for burning things. Fire elementals, Wall of Fire, Alchemist fire, Oil, Create Bonfire, etc all apply persistent fire damage but do so in completely different way. Streamlining these I think is a good idea, and making them do 1d4 is appropriate.

The Acid effect I am not sure - doesn't make much sense to me. At least at a -2 to AC, if it were -1 then I think would be more reasonable, but I am not sure why it is in the game.

B:

Should cantrips be able to apply these effects. I think so. Whether FireBolt is a good choice - if it is scaled down. There is a Create Bonfire cantrip that would probably be a better candidate though. Perhaps make it do 1d4 fire damage on a dex save and apply a burning effect?

Acid splash applying the Acid status effect makes sense and I think it is ok. Maybe a reduction in area would be appropriate and a reduction of the cantrips damage to a 1d4?


good points, i would support such a streamline if consistent to the way most status effects are handled, namely Saves to avoid. All cantrips with any kind of save share the same design: Save to avoid completely, be it damage or some status, never Save to half.
Currently acid and burning statuses doesnt impose a save to avoid, contrary to most spells (like Arms of Hadar or Thunderwave) where status effect is avoided after successful save and more traditional surfaces (like these darn vines, various greasy stuff) again where you save to avoid getting prone or restrained.
Another inconsistency is the way those procs are triggered: most procs happens 1 time per character turn, be it end or beginning, and i dont recall multiple procs per feet moved. Some times these procs happens on spell cast, like Grease force a save when the surface is created and then every time a creature enter the area or begin its turn here, this unfortunately consistent with Ray of Frost ice surface (actually it lacks the 'every time it begins/ends its turn').
Worst in the class is acid surface, you can and will save for the damage but surface debuff procs anyway and never wears off until that surface is under your feet

Maybe with such revisions i could bear surface gameplay


I think adding saving throws for Burning/Acid statuses would be a good middle ground. Dex on Burning and Con on Acid would probably make the most sense to me. Would also make Acid less scary for tank/frontliners who probably have high con and/or proficiency. Although you could argue that once on fire you should make Con saves similar to Heat Metal?

Apply these effects on stepping onto a surface.