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Flash Grenade Usage
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<blockquote data-quote="User_Undefined" data-source="post: 6964607" data-attributes="member: 6704138"><p>Hey all!</p><p></p><p>In my home game, my character recently gained access to create what are essentially flash grenades and got to use them in combat last session. The way they're written, everyone in the radius makes a DEX save to avoid being blinded for my INT modifier rounds. We missed the duration line and ran it that everything got a CON save at the end of their turn to cancel the blindness. This was the first time I've used them, and the DM let me give a warning to the party to give them and myself advantage on the save. Two still failed, but that's beside the point.</p><p></p><p>There are two main questions I have:</p><p></p><p>1.) Which duration would you use? The INT mod is consistent, but would basically take anyone who failed their save out of the whole fight (which I recognize as very powerful), while the CON save has precedent with <em>Blindness/Deafness</em>, but could just give 1 turn of blindness, which would feel like a waste of resources (I can only make 2 per short rest).</p><p></p><p>2.) I feel that, since I'm the one using them, I should be able to close/cover/avert my eyes and avoid having to make the save. This could also extend to the party by making a code phrase that lets them know I'm trying to blind the enemies. Would you allow this, or does everyone have to save, even if they know beforehand what's going to happen?</p></blockquote><p></p>
[QUOTE="User_Undefined, post: 6964607, member: 6704138"] Hey all! In my home game, my character recently gained access to create what are essentially flash grenades and got to use them in combat last session. The way they're written, everyone in the radius makes a DEX save to avoid being blinded for my INT modifier rounds. We missed the duration line and ran it that everything got a CON save at the end of their turn to cancel the blindness. This was the first time I've used them, and the DM let me give a warning to the party to give them and myself advantage on the save. Two still failed, but that's beside the point. There are two main questions I have: 1.) Which duration would you use? The INT mod is consistent, but would basically take anyone who failed their save out of the whole fight (which I recognize as very powerful), while the CON save has precedent with [I]Blindness/Deafness[/I], but could just give 1 turn of blindness, which would feel like a waste of resources (I can only make 2 per short rest). 2.) I feel that, since I'm the one using them, I should be able to close/cover/avert my eyes and avoid having to make the save. This could also extend to the party by making a code phrase that lets them know I'm trying to blind the enemies. Would you allow this, or does everyone have to save, even if they know beforehand what's going to happen? [/QUOTE]
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