Make Alchemist Fire Barrels deadlier

Started by HalflingPower, February 13, 2013, 07:42:46 PM

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HalflingPower

I find that for the size of container and volume of the explosion, the reflex save and damage are too low. To me, they seem far less dangerous than a firebomb.

Being stationary weapons that are very heavy and very easy to avoid or prematurely detonate to render them entirely useless and impractical in the majority of situations.

I would recommend making their DC 20 for a reflex save and the damage in the ballpark of 8d10 or 10d10.

Letsplayforfun

BOM's gonna like this.

lovethesuit

I like this suggestion, but may I make one of my own? If possible, scale the damage based on how many barrels are in the same area. Therefore, 1 barrel does a relatively low damage, while a stack of five can threaten even the grindiest of the level 11 barbarian dwarves with toughness.

xxWhisperingWindsxx

I've seen a TPK due solely to alchemist fire barrels.  I wouldn't say they're exactly "low damage".  Though I could get behind LTS suggestion.
[20:20] <crump> nature's not outright trying to murder everyone there, it's playing gentle, lures everyone into a false sense of security. then it strikes. chicago's weather is the bdsm of nature systems

AllMYBudgies

Having recently been blown to smithereens by a few stacked Alchemist's Fire Barrels, I would attest that they are somewhat terrifying as is.

Alone, they might not be the most powerful of objects but in small numbers they are hellish.

Random_White_Guy

100% behind all suggestions mentioned for obvious reason.
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wcsherry


HalflingPower

The rogue with 13 reflex can stand in the middle of 100 alchemist fire barrels when they go off and take 0 damage.

I would be fine with their damage not going up if it was like, DC30 reflex or something.

Fire and death sprays everywhere when they go off, how do you dodge?

Obviously you jump 30 feet straight up.

xxWhisperingWindsxx

LOL!  Yeah, tell that to the rogue that was in the TPK.  Or wait ... it's only if you have a 13?  So if you have a <12 or 14+ you're toast?
[20:20] <crump> nature's not outright trying to murder everyone there, it's playing gentle, lures everyone into a false sense of security. then it strikes. chicago's weather is the bdsm of nature systems

HalflingPower

Its DC14, so if you have evasion and 13 reflex it cant hurt you.

xxWhisperingWindsxx

You missed the sarcasm.  As several people have already said, you can and do take quite a bit of damage from them.  Cool, you've gotten lucky so far.
[20:20] <crump> nature's not outright trying to murder everyone there, it's playing gentle, lures everyone into a false sense of security. then it strikes. chicago's weather is the bdsm of nature systems

HalflingPower

This is the suggestion thread, please don't troll a serious discussion.

Sarcasm does not translate on the internet.

THEDiamondJ

I like the original suggestion, but only if they cannot be stacked or placed so close together that they all work together.  Otherwise, it would be like stacking multiple traps for PVP.

Paha

You are free to write constructive feedback or give proper ideas, but don't throw around opinions of sheer like/dislike here. We don't pool in likes/dislikes and determine anything based on such. If you have ideas, mechanical suggestions, keep them coming. There is no harm for making such, whether others like it or not.

johanmaxon

Perhaps an area of effected added where reflex is possible and where it is not? Say, standing next to one going off you should get hit either way, but 10 meters away you might be able to dodge it?

Got no idea if this is scriptable.