| Post/Author/DateTime | Post |
|---|---|
| gmt499806-12-07, 10:57 AM | So lets say you had a catapult firing a whole barrel of alchemist's fire. How much damage do you think it would do? Also, what would the radius of the damage be? Personally I would think anything over 10d6 would be excessive. Considering the volume a barrel could hold I could see it higher than that, but I'm looking to see what other people think. |
| Pindar06-12-07, 11:23 AM | So lets say you had a catapult firing a whole barrel of alchemist's fire. How much damage do you think it would do? Also, what would the radius of the damage be? Personally I would think anything over 10d6 would be excessive. Considering the volume a barrel could hold I could see it higher than that, but I'm looking to see what other people think. I don't know about damage but I wouldn't let a barrel contain it. Large clay amphora would be how it should be stored. Instead of increasing damage I think changing how long you burn for and how hard it would be to put the fire out might be better. |
| gmt499806-12-07, 11:27 AM | Ok, clay jar of fire then 8) extending the fire seems like a good idea too thanks. My thought behind increasing the damage is the issue of surface area. If you get hit with 1 flask of fire, you have...a shoulder covered in fire, doing 1d6. But if your entire body was coated....I figure it would do more damage. |
| Harbin_Dunewalker06-12-07, 11:35 AM | I believe the standard damage for "total immersion" is 10x the normal damage; lava does 2d6 on contact but 20d6 on total immersion, and I believe a dunk in a pool of acid does 10d6, in contrast with acid's normal contact damage of 1d6. As such, 10d6 fire damage for "total immersion" would be a perfectly acceptable number. You could also use this for "being burned at the stake" situations where the character/NPC is surrounded by an IMMENSE amount of fire. |
| Pindar06-12-07, 11:36 AM | Ok, clay jar of fire then 8) extending the fire seems like a good idea too thanks. My thought behind increasing the damage is the issue of surface area. If you get hit with 1 flask of fire, you have...a shoulder covered in fire, doing 1d6. But if your entire body was coated....I figure it would do more damage. Exposure to lava does 2d6 damage a round submersion does 20d6. I guess you need to work roughly how much of you gets covered by one flask. Personally I wouldn't make more than 5d6. Of course if someone were hit by the container itself they should take a hefty amount of damage from being hit by the missile. I would suggest if someone got hit by the container they would take 2d6 from the impact - Thats half damage for a light catapult. And the 6d6 fromthe Alchemists fire as they wont be covered by all of the contents and then a splash attack on everyone in the surrounding squares, maybe 2d6 with a reflex save for half damage. |
| dengarbountyhunter06-12-07, 05:57 PM | I've seen around these boards the rationale that you increase damage by one size category for every time you double the volume. So 1 pint deals 1d6, 2 pints deal 1d8, 4 pints deal 2d6, etc. I'd also increase the DCs by 1 for each doubling in volume. |
| Ezurus06-12-07, 06:13 PM | This is pretty much covered in Heroes of Battle pg. 134. Alchemist's Stone is a clay ball filled with Alchemist's Fire for use in catapults. It deals 1d6 points of bludgeoning and it deals 2d6 points of fire damage to the target and 1d6 to adjacent squares, reflex 15 to avoid catching fire. |
| AAB06-12-07, 06:15 PM | i'd say that it'd do alchemist's fire damage to everyone in a 15' cone from where the jar/barrel landed (unless it was dropped, then a burst effect is more reasonable). |
| cthuluspawn06-13-07, 12:33 AM | With a sufficent ammount of Alchemist's fire, I would think that increasing the splash area would also be approriate. |
| BobbyMac06-13-07, 01:26 AM | I like that third party supplement out there...errrmm..."Changing the Rules" is the name I think... has rules for total immersion (i.e. getting hit by a barrel of Alchemists Fire) causing CON damage instead of hp damage, also CON damage rules for falling too.... makes more sense IMHO... |