kreynolds said:
Creatures caught directly in the area of effect suffer attacks from 4 flasks (with each flask dealing 1d6 direct hit damage, and 1 splash damage). Creatures within 5 feet of the area suffer splash damage. It's on page 303, Fiery Hallway.
See, now I am aware of this precident. The thing is, I feal that it is much LESS cheezy to do it my way. Here's why:
Suppose I was to take 16 flasks of alchemist fire, and shrink them all down at once. Now I throw them at a foe like a handfull of gravel. Now, technically, that foe should take 16d6 for 2 rounds, and give you 16 points of splash damage, as each individual flask hit.
Even better. What if I design a x-bow bolt that is made to hold 16 shrunken flasks of alchemist fire. Each one would be about the size of a grain of rice. I could pack them all into a little pin-cushon looking head (OK maybe all 16 wouldn't fit, but you get the idea). Now I can shoot this bad boy for the same 16d6x2 damage against the targeted foe (casting true strike first of course, just to be sure).
Hmm, lets see, at what point does this do MORE damage than full emersion in lava?
No, even
I, the self-proclamed min-maxing muncking king that I am find this too nuclear for my sensibilities. I really think that adding up all the AF and counting it as a "larger weapon" makes more sense and is more balancing than the alternative.
In the above example, 4 flasks at once would only do 2d6 damage. This seems reasonable, since they will overlap in effect somewhat.
I really think that the progression I am using to define the damage of this volume of alchemist fire is
necessary for game balance. Of course other alternatives may also exist, and I think it would be fun to read some other ideas of how to handle this, but just adding 1d6 per flask of AF is broken when combined with shrink item, IMO.
Legal but broken.