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Oil+Alchemist's Fire
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<blockquote data-quote="Asisreo" data-source="post: 7992363" data-attributes="member: 7019027"><p>Eh, I don't see much problem with it. Martial characters rarely have access to fire damage, and even if they do, it's not like a continually on flame-strike. </p><p></p><p>It would really work on the brute frontliners like the orog for my games, though, since I don't run solo monsters and there's usually a backliner that does anything not to get close to the party's frontliners. Brutes are usually boring meatbags so the faster their health is chewed away, the better for me. If the backliner gets within 20ft of a frontliner throwing oil, they already lost imo so the faster they knock him down, the better too. </p><p></p><p>But trust me, I know the ruling can get quite ridiculous. Scorching ray would be really good and a elemonk's fire snakes would become super strong. I think a good default for players when they see something hostile attacking them would be to burn it, though. </p><p></p><p>Also, I'd appreciate the fact that the players were actually synchronizing their attacks and forming team-based strategy rather than the wizard continuing to use cantrips on the stunned enemy than using a leveled spell because they were too busy not listening to realize the monk stunned the brute and you he will auto-fail the majority of your big spells. </p><p></p><p>But yeah, it'd have to be the fighter/barbarian/rogue that uses the oil and at earlier levels, only cantrips or resources can capitalize. Boosted cantrip damage is really good but if there's only 1 or 2 members with fire cantrips, it's roughly 10 extra damage each turn. That doesn't bother me too much.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 7992363, member: 7019027"] Eh, I don't see much problem with it. Martial characters rarely have access to fire damage, and even if they do, it's not like a continually on flame-strike. It would really work on the brute frontliners like the orog for my games, though, since I don't run solo monsters and there's usually a backliner that does anything not to get close to the party's frontliners. Brutes are usually boring meatbags so the faster their health is chewed away, the better for me. If the backliner gets within 20ft of a frontliner throwing oil, they already lost imo so the faster they knock him down, the better too. But trust me, I know the ruling can get quite ridiculous. Scorching ray would be really good and a elemonk's fire snakes would become super strong. I think a good default for players when they see something hostile attacking them would be to burn it, though. Also, I'd appreciate the fact that the players were actually synchronizing their attacks and forming team-based strategy rather than the wizard continuing to use cantrips on the stunned enemy than using a leveled spell because they were too busy not listening to realize the monk stunned the brute and you he will auto-fail the majority of your big spells. But yeah, it'd have to be the fighter/barbarian/rogue that uses the oil and at earlier levels, only cantrips or resources can capitalize. Boosted cantrip damage is really good but if there's only 1 or 2 members with fire cantrips, it's roughly 10 extra damage each turn. That doesn't bother me too much. [/QUOTE]
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