REPOST: Flamethrower and Poisonthrower for D&D Campaign

Brasswatchman

First Post
Someone in the D&D Rules forum suggested I post this here, instead--


Hey, everyone,

First time posting on this site. Long story short, I'm prepping a new D&D campaign that uses some steampunk elements. Here's a pair of items that I recently came up with; I'd appreciate any comments you could send my way, especially regarding balance and cost.

Thanks.



FLAMETHROWER
Cost: 391 gp
Damage (Small): 2d4
Damage (Medium): 2d6
Critical: x3
Range Increment: 5 ft.
Weight: 40 lbs.
Type: Fire

FLAMETHROWER FUEL TANK (10 SHOTS):
Cost: 40 gp
Weight: 12 lbs.

This horror of gnomish technology, produced by the Davros Workers’ Collective, shoots a short burst of flame out of a rifle-like device, held in the user’s hands. The rifle is in turn connected by a hose to a large tank, carried on the wearer’s back. Despite the apparently advanced nature of the device, the technology has its limitations; the device’s fuel is partially alcohol-based, and does not burn at a very high temperature. The chance of a target’s clothing catching on fire is therefore relatively small; however, the device also has a relatively small chance of combustion.
The device is considered a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 20 feet; it cannot hit a target that is further than this distance away.
Flamethrower fuel may also be thrown as a splash weapon. Since the tank was not created to be thrown, consider it as having a range increment of 5 feet. Since the tank does not contain an ignition device of its own, the player must find a way to set the fuel on fire. The fuel does 1d6 damage per round; it burns for twenty rounds, unless snuffed.

POISONTHROWER
Cost: 300 gp
Damage (Small): Special (see text).
Damage (Medium): Special (see text).
Critical: Special (see text).
Range Increment: 5 ft.
Weight: 30 lbs.
Type: Poison

POISONTHROWER STANDARD TANK (10 SHOTS):
Cost: 100 gp
Poison: Injury, Fort Save DC 10, initial/secondary damage 1d2 Str.
Weight: 3 lbs.

POISONTHROWER PRIMER:
Cost: 20 gp
Weight: 1.5 lb.

This gnomish device allows the user to deliver a dose of injury or contact poison from long range. The poisonthrower looks similar to the gnomish flamethrower, though slightly lighter, having been derived from the same technology: the user holds a short rifle, connected via a hose to a tank on the back. When the trigger is pulled, the rifle produces a short spurt of clear liquid capable of arching across a battlefield.
The poisonthrower is a two-handed ranged weapon. Its use within melee combat provokes an attack of opportunity, as is standard for ranged weapons. The device also has a maximum range of 30 feet (slightly longer than the flamethrower’s, due to a relatively lighter payload); it cannot hit a target that is further than this distance away.
While the Davrosian army typically uses small monstrous spider poison (contained within the standard tank; see above), the poisonthrower is capable of delivering any injury or contact poison. The poison must be dissolved within a chemical primer in order to be useable. The amount of primer sold above is sufficient to prepare ten doses of poison.
The poisonthrower does not produce an injury; therefore, a poisonthrower using an injury poison can only effect targets that have already been wounded. In game terms, a target must have taken at least 1 hp of damage to be vulnerable to a poisonthrower using this type of payload.
 

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The Davros Worker's Collective? LOL. Proto-Daleks? There's a priceless Easter Egg. Well done!

The Flamethrower looks okay (though why is the price 391 gp?), although the 20 rounds duration is odd compared to alchemist's fire. Is it a line? A cone? Does it only affect a single square?

The Poisonthrower deliver's injury poison without an injury? Okay wait, I like your solution to that.

Hmm. Pricewise, what's the SRD cost for 10 shots of poison? I think that should be higher on the cost for the device itself because making a ranged device capable of spitting venom - while cool - also is far more valuable than just doing hit points damage.
 

Varianor Abroad said:
The Davros Worker's Collective? LOL. Proto-Daleks? There's a priceless Easter Egg. Well done!
;)

Varianor Abroad said:
The Flamethrower looks okay (though why is the price 391 gp?), although the 20 rounds duration is odd compared to alchemist's fire. Is it a line? A cone? Does it only affect a single square?

Only affects a single square. Think less of a breath attack, more like a Super Soaker filled with kerosene with a lit match near the nozzle. This is intended to be a very direct attack. I've been thinking about the alchemist's fire angle; I'm not really sure what to do about that. Part of me wants to make this item usable for a first-level player; other part of me says that that would unbalance the game, and I should stick to the system. It's a bit difficult, of course, to find prices for everything in line with standard D&D.

Hmm. Pricewise, what's the SRD cost for 10 shots of poison? I think that should be higher on the cost for the device itself because making a ranged device capable of spitting venom - while cool - also is far more valuable than just doing hit points damage.

Admittedly, I've done some more research, and it looks like the cheapest poison available - Tiny Centipede Poison - at 40 gp per dose. That would make the standard pack (using that poison) approximately 400 gp. Yikes. Maybe I should give up the whole first-level use angle.
 

How to price may well be an issue that's going to get more attention in future issues. Now that the system supports costing to determine effectiveness, it's something to look at.

With regards to the 20 rounds duration, it really is a bit much and unnecessary. Unles syou hit someone who goes down to unconscious, they're just going to move out of the square. Then in effect it becomes a battleground obstacle, or somewhere to bull rush people. I'd suggest giving it a 2 round duration. One better than alchemist's fire. People will still take it because a flamethrower is cool.

As far as the poisonthrower, what you could do is remove the secondary damage die. That would help bring the costs in line more. (Do you have Poisoncraft by the way? I could see this device in a high-level game filled up with nasty, nasty venom.)
 

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