Launch Item - auto hit?


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Kershek said:
I don't ever recall alchemist's fire, molotov cocktails, acid, or holy water allowing for saves for half damage.

Correct. But you do, for example, get to make saves to avoid catching on fire, or you could spend a round to put yourself out (in the case of alchemist's fire or oil). Typically, not all the damage is automatic and/or instantaneous (as opposed to MM).

When you start looking at other alchemical items, many of them offer some sort of save as well: Fort save for poisons, Ref save for tanglefoot bag, etc.
 

Re: Re: Launch Item - auto hit?

kreynolds said:
Less powerful than magic missile.

Depends on the ammunition. If you Launch a Shrunk pool of Alchemist's Fire, this has teh potential of being a *lot* more powerful than MM. There's other published alchemical items that could make for a nice effect as well.

I still think it's fine though, because you have to pay for the ammo in the first place, and you typically won't have access to better ammo until you reach higher levels (so in that sence the spell scales with levels, same as MM does).
 

Re: Re: Re: Launch Item - auto hit?

Conaill said:
If you Launch a Shrunk pool of Alchemist's Fire...

Let's leave the heavily disputed and controversial Shrink Item spell to another thread, shall we? Seriously, it's a really poor example. Many aspects of it have been heavily debated to death.

I get what you're saying about ammunition though.
 
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It might be more useful to compare the spell to True Strike rather than Magic Missile, as True Strike also changes in value depending on what you use it with. While True Strike isn't quite an auto-hit, and takes longer to use, it's also a lot more versatile.
 

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