You should take your own advice, your players who play martials will have a lot more fun if they aren’t dealing damage to themselves one in every twenty hits
Sure, but the question was “how you you as a DM rule this?” Unless you’re running a game where the players are all commoners, it’s safe to assume there’s a less than 1 in 20 chance of hitting yourself with a thrown weapon
Alchemist’s Fire is basically the Molotov Cocktail of 5e, so I’d just use that.
1d4 Fire damage per round unless they take an action to put the fire out seems pretty reasonable to me. Puts it on par with a shortsword at the very least.
Fireball’s damage is insane (the designers intentionally made it deal more damage than spells of the same level “because it’s an iconic spell”), so I wouldn’t really use it as a baseline for balancing anything, personally.
Alchemist’s Fire also exists in 2.0, 2.5, 3.0, and 3.5. I dunno about WoW with dice 4th edition, or 1st edition. My parents had both the red and blue boxes, but we read the rules and immediately went for AD&D cause that was more flexible when we started the family game in Dragonlance.
Imagine instead of breaking down food you ate even further, your body reconstructed it so you shut out a whole fish like this if you happen to have sushi that day.
That’s kinda the balance between plants vs. animals actually? With bacteria in the middle. Animals die, bacteria rot it, plants grow up tall, then we eat plants, repeat. :-P We also breathe in O2 and exhale CO2 while they do the opposite. So from the plants’ POV, that’s kinda what we do to them?-P.
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