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The dangers of Alchemist's Fire
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<blockquote data-quote="Tony Vargas" data-source="post: 97448" data-attributes="member: 996"><p>Allow me to go way, way off-topic for a moment, for a not-entirely-serious rant: Phlogiston, as any knowledgeable 17th century physicist you care to ressurect will tell you, is not an explosive substance. Rather, it is a gas with negative weight that is released when something burns. In fact, burning /is/ the release of phlogiston. The more phlogiston you have in the atmosphere, the less tendency there is for phlogiston to be released by any objects in that atmosphere, thus, phlogiston, once released, far from being explosive, actually impedes combustion. It's also not breathable. Completely de-phlogistonated air, OTOH, promotes combustion. Lavosier, when he discoverd oxygen, for instance, was actually trying to de-phlogistonate air. If you're going to use a defunct scientific theory, at least get it right. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p>...</p><p></p><p>Sorry about that, back to the topic at hand:</p><p></p><p>In general items a character is carrying don't break unless he rolls a '1' on a save or something. But Shatter would certainly break the vials, as it targets anything crystaline/glass, in that 3' spread, not the character. 'Striking an Object' would also be an option to break the vials - it shouldn't take but 1hp of damage to do the job. The character should be treated as if hit with the darn things if the vials are broken for whatever reason.</p><p></p><p>That said, it can be a good idea to limmit the amount of damage a single character can take from burning oil, acid, or whatever in a single round. After a certain point, soaked is soaked, an all additional oil/acid/whatever is going to do is extend the amount of time he burns/disolves/whatever. Immersion damage (or half immersion damage) might be a reasonable cap. Anything more than that, and he just burns longer (save the extra dice for later). Just a thought.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 97448, member: 996"] Allow me to go way, way off-topic for a moment, for a not-entirely-serious rant: Phlogiston, as any knowledgeable 17th century physicist you care to ressurect will tell you, is not an explosive substance. Rather, it is a gas with negative weight that is released when something burns. In fact, burning /is/ the release of phlogiston. The more phlogiston you have in the atmosphere, the less tendency there is for phlogiston to be released by any objects in that atmosphere, thus, phlogiston, once released, far from being explosive, actually impedes combustion. It's also not breathable. Completely de-phlogistonated air, OTOH, promotes combustion. Lavosier, when he discoverd oxygen, for instance, was actually trying to de-phlogistonate air. If you're going to use a defunct scientific theory, at least get it right. ;) ... Sorry about that, back to the topic at hand: In general items a character is carrying don't break unless he rolls a '1' on a save or something. But Shatter would certainly break the vials, as it targets anything crystaline/glass, in that 3' spread, not the character. 'Striking an Object' would also be an option to break the vials - it shouldn't take but 1hp of damage to do the job. The character should be treated as if hit with the darn things if the vials are broken for whatever reason. That said, it can be a good idea to limmit the amount of damage a single character can take from burning oil, acid, or whatever in a single round. After a certain point, soaked is soaked, an all additional oil/acid/whatever is going to do is extend the amount of time he burns/disolves/whatever. Immersion damage (or half immersion damage) might be a reasonable cap. Anything more than that, and he just burns longer (save the extra dice for later). Just a thought. [/QUOTE]
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