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How about something like: if there's an adequate source of fire within one square, take a move action to light the arrow. A burning arrow does half its damage as fire damage.
That way its base damage is no different, but it's useful against targets that are vulnerable to fire.
Use the legendary pg 42 of the DMG. Since it's something that they could do every round, it should probably have the low damage associated with a stunt done by characters of their level.
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I would just allow the arrows to ignite flammable they hit. That's usually what they were used for in combat anyway, burning hay or wooded areas to change the battlefield.
Yeah, I don't think a burning arrow would do any extra damage to a target in particular, unless it was vulnerable to fire maybe. Make putting pitch on the arrow a minor action, and lighting it another minor action. Then if it hits something that can burn, it can start a fire.
Burning arrows shouldn't be useful enough to extra damage in normal combat.
But an ingenious party should be able to set things on fire, and deal with Trolls once they've beaten them.
Are you kidding? That's better than a daily item power.
I'd say no extra damage. The amount of material you'd have to put on the arrows to get them to light up would reduce the effectiveness of the arrow.
Agree. If there is going to be extra damage associated then it needs to cost the players something other than some small coin for pitch. Maybe a Weapon Proficiency feat for flaming arrows or take a penalty to hit and to the arrow's range. (Maybe this is too much the other way)
If you just change the type of damage to fire with no ongoing, then maybe no cost.
i would jump to the dmg pg42 for stunts, but considering how OFTEN this could get used -and- considering that it pretty much negates the need for the magic item that is flaming amunition, i'd keep it small. maybe a flat +2 fire damage (and possibly a -1 to attack given the added weight to the arrow). i haven't really thought it all out, but that is my initial reaction.
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Wouldn't you need two characters to do this?* I just can't picture one guy with a bow being able to dip an arrow in pitch, light it on fire (with what? the torch he's not carrying?) and shoot it, every round.
Otherwise, you'd have to spread out some pitch and find something to hold the torch to really make the maneuver work...
Given how burning arrows were traditionally only used against buildings and not against people, I'd say they should be given stats that make them less useful then normal arrows against the majority of enemies. And even against enemies with a fire vulnerability there should be some give and take to their use.
A reasonable solution might to make all your damage fire damage but then give a significant penalty on top of that. Something like half damage, or -2 to hit. That way they become situational and still significantly worse then having a flaming magic item, but useful in a pinch against trolls and similar enemies.
Player ingenuity and page 42 comes in when you combine it with other elements of the environment - like dousing someone in oil or other flammable materials, setting curtains on fire, etc.
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If then player rolls a 1 they should have a chance to be light on fire to balance it... if you have a risk to take ongoing 5 fire damage, they would be more cautious
Off the top of my head I would say 0 points of fire damage and unattended combustible materials save or burn, creatures with vulnerability to fire take that damage, -1 to hit, and long range attacks may only be used to hit an area rather than a creature. The pitch treated arrows aren't going to be particularly accurate.
If an ignition source is nearby and the arrow is already prepared.
Minor Action: Damage gains the fire type.
Prepared arrows are poorly balanced and are -2 to hit, ignited or not (to discourage players preparing all their arrows on the off chance). That's about the most I would give it. If they are against a vulnerable creature then they get a bonus or it might stop Regeneration for others. But no extra damage or else the players would be using the tactic all the time.
I'd use the Kobold Slinger (from either the DMG adv or KotS i think) as an example. If i recall correctly, the slingers would have 'firepots' (jars of embers i guess) that they'd load into their sling and hurl at you. Normal damage for the attack, but the firepot added i think an ongoing 2 fire damage (save ends).
I'm against special ammo like this that isn't part of class or paragon path powers. If you allow special arrows you are making rangers even more powerful, while the warlocks look at their little rods and wonder "how can I light my eldritch blasts on fire and get bonus damage for free?"
Quote:
Originally Posted by jimmifett
I'd use the Kobold Slinger (from either the DMG adv or KotS i think) as an example.
But that's the slinger's special power. You can't take a monster power and say "hey, let the PCs do this too!"
Last edited by lukelightning; 1st May 2009 at 05:08 PM..