I’d treat it as a thrown flask of oil. If they’re not proficient with improvised weapons and roll a natural 1 on the attack, they hit themselves.
Comment on Roll for initiative
NJSpradlin@lemmy.world 11 months ago
[deleted]
explodicle@local106.com 11 months ago
starman2112@sh.itjust.works 11 months ago
Crit fumbles are anti-fun
TheLowestStone@lemmy.world 11 months ago
Depends on the group. Some people love them.
starman2112@sh.itjust.works 11 months ago
True, some people are casters
NJSpradlin@lemmy.world 11 months ago
[deleted]starman2112@sh.itjust.works 11 months ago
Sure, but the question was “how you you as a DM rule this?” Unless you’re running a game where the players are all commoners, it’s safe to assume there’s a less than 1 in 20 chance of hitting yourself with a thrown weapon
explodicle@local106.com 11 months ago
Then don’t do that part
starman2112@sh.itjust.works 11 months ago
You should take your own advice, the people who play martials will have a lot more fun if they aren’t dealing damage to themselves one in every twenty hits
micka190@lemmy.world 11 months ago
Alchemist’s Fire is basically the Molotov Cocktail of 5e, so I’d just use that.
1d4 Fire damage
per round unless they take an action to put the fire out seems pretty reasonable to me. Puts it on par with a shortsword at the very least.Fireball’s damage is insane (the designers intentionally made it deal more damage than spells of the same level “because it’s an iconic spell”), so I wouldn’t really use it as a baseline for balancing anything, personally.
AngryCommieKender@lemmy.world 11 months ago
Alchemist’s Fire also exists in 2.0, 2.5, 3.0, and 3.5. I dunno about
WoW with dice4th edition.