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Using a torch as a weapon ?

gpetruc

First Post
I'm wondering if there are any rules for using a torch as a weapon (like Aragorn in LotR movie).

I'll say that a torch can be:
1) wielded as a light mace with the following modifications:
* -1 to damage (is lighter)
* +1 point of fire damage
* -1 to hit (is not well balanced)
* every round Reflex save DC 10 or take 1 point of fire damage

2) wielded in a way to maximize fire damage: exotic weapon, -4 to hit if not proficient; damage: 1d4 + 1d4 fire, crit 20/x2.

Any one has some sort of official rules ? or other house rules?
 

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In OD&D attacks with a torch were handled the same as with a club, the damage stayed the same but was considered to be more due to fire than concussion. However, the chance of setting your opponent on fire would upset things if you allowed it. You could perhaps remove all impact damage and make a torch a tool for delivering melee touch attacks which can set your opponent on fire. Given the effectiveness of the burning rules it would make it still a worthwhile weapon of circumstance.
 

How about consider it a flaming club (1D6 bludgeoning and 1D6 fire damage), but give them the option to attack with just the flame as a touch attack? Either way, you still have a -4 non-proficiency penalty.
 

cerberus2112 said:
How about consider it a flaming club (1D6 bludgeoning and 1D6 fire damage), but give them the option to attack with just the flame as a touch attack? Either way, you still have a -4 non-proficiency penalty.

So an unlit torch is a more effective weapon than a dagger? I'd say 1d2, or 1d3 if I felt generous.
 

This is the torch's stats in my game:


Torch
Category: Non-Standard
Cost: 1cp
Damage: 1d2
Critical: 20/x2
Range: 10
Weight: 1
Type: B
Size: S

Since a torch is not designed to be used as a weapon, all characters suffer a –4 attack penalty when using one in this way. A lit torch does 1d2 points of damage, plus 1 point of additional fire damage that is not doubled on a critical hit.
 

ok, second try:
attacking as a flaming club:
-2 penality to hit (-4 if non proficent in clubs); 1d4 damage + 1 fire
unless proficient, every round reflex DC 10 to avoid taking 1 fire damage (when you parry the burning coal might hit you)

attacking at max flaming effectivity:
-4 to attack unless proficent (extoic)
melee touch attack, if success 1d4 fire and reflex DC 15 or avoid cathcing fire
(if the character is wearing something flammable such as a cloak; if he's wearing only a shiny fullplate I don't think he might catch fire)
if a natural 1 is rolled and you're not proficient, deals damage (and chance of being burned) to you.
 

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