Malin Genie
First Post
The Catching on FIre section in the DMG (p86) suggests that characters exposed to "burning oil, bonfires, and noninstantaneous magic fires such as wall of fire might find their clothes, hair, or equipment on fire....are allowed a Reflex saving throw (DC 15) to avoid this fate. If a character's clothes or hair catch fire, he takes 1d6 points of damage immediately. In each subsequent round, the burning character must make another Reflex saing throw. Failure means he takes another 1d6 points of damage that round. Success means that the fire has gone out....rolling on the ground or smothering the fire with cloaks or the like permits the character another save with a +4 bonus."
Now, alchemist's fire, in the PHB (p113), deals 1d6 damage on a direct hit. Them "On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus."
The rules for alchemist's fire seem different from catching on fire. It only lasts one round, you only get a save if you take a full-round action, and rolling etc only gives +2, not +4.
But then, burning oil (which is specifically mentioned in the DMG passage) is described (PHB 109) as "Use the rules for alchemist's fire."
So my current interpretation is that, if hit by alchmist's fire
Take 1d6 damage.
You can use your next round to exinguish the alchemist's fire.
- If you succeed, there is no more damage at all, as the fire is completely extinguished.
- If you don't try, or fail, the alchemist's fire is still burning. You take 1d6 damage.
- The alchemists fire then stops burning, as it only burns for one round.
- However, you yourself might be 'on fire' as you have been exposed to a source capable of setting things on fire
- On your round, you can use your action (on your round) to smother/roll granting a Reflex save (DC 15) at +4
- If you don't try, or fail, then at the initiative when you werre hit by the fire make a Reflex save DC 15. If you fail, you are 'on fire,' take 1d6 damage and repeat the process each round, taking damage each round until you save.
Is that a correct interpretation? How do other DMs adjudicate oil/alchemist's fire/etc.?
Further questions (for those who haven't given up already at the length of the post
)
Burning Hands has the following passage: "Flammable materials such as cloth, paper, parchment and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action."
So if a character is wearing clothing and is hit by a burning hands, do they potentially catch on fire or does it only apply to 'unattended items'?
Whatabout the 'Flaming Normal Projectiles' version of flame arrow (which states "The flaming projectiles can easily ignite flammable materials or structures.")?
What about incendiary cloud?
Now, alchemist's fire, in the PHB (p113), deals 1d6 damage on a direct hit. Them "On the round following a direct hit, the target takes an additional 1d6 points of damage. The target can take a full-round action to attempt to extinguish the flames before taking this additional damage. It takes a successful Reflex saving throw (DC 15) to extinguish the flames. Rolling on the ground allows the character a +2 bonus."
The rules for alchemist's fire seem different from catching on fire. It only lasts one round, you only get a save if you take a full-round action, and rolling etc only gives +2, not +4.
But then, burning oil (which is specifically mentioned in the DMG passage) is described (PHB 109) as "Use the rules for alchemist's fire."
So my current interpretation is that, if hit by alchmist's fire
Take 1d6 damage.
You can use your next round to exinguish the alchemist's fire.
- If you succeed, there is no more damage at all, as the fire is completely extinguished.
- If you don't try, or fail, the alchemist's fire is still burning. You take 1d6 damage.
- The alchemists fire then stops burning, as it only burns for one round.
- However, you yourself might be 'on fire' as you have been exposed to a source capable of setting things on fire
- On your round, you can use your action (on your round) to smother/roll granting a Reflex save (DC 15) at +4
- If you don't try, or fail, then at the initiative when you werre hit by the fire make a Reflex save DC 15. If you fail, you are 'on fire,' take 1d6 damage and repeat the process each round, taking damage each round until you save.
Is that a correct interpretation? How do other DMs adjudicate oil/alchemist's fire/etc.?
Further questions (for those who haven't given up already at the length of the post

Burning Hands has the following passage: "Flammable materials such as cloth, paper, parchment and thin wood burn if the flames touch them. A character can extinguish burning items as a full-round action."
So if a character is wearing clothing and is hit by a burning hands, do they potentially catch on fire or does it only apply to 'unattended items'?
Whatabout the 'Flaming Normal Projectiles' version of flame arrow (which states "The flaming projectiles can easily ignite flammable materials or structures.")?
What about incendiary cloud?
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