I noticed that alchemical stuff is pretty lame, and not really worth using.
Could we make it so that it is something more like how bandages work (dmg per round, ending when a Reflex save is made, max. 10 rounds, non-stackable)
I was thinking something like:
Alchemist Fire, 1d4 dmg, DC 15
Improved Fire, 1d6 dmg, DC 18
Greater Fire, 1d8 dmg, DC 21
Perfected Fire, 2d6 dmg, DC 24
I also think that the other types (Tanglefoot, Thunderstone etc) need a DC tweak, to be just slightly lower DC than offensive spells (which can reach the high 20's, even 30's). I just feel that atm once you are into mid-levels or higher they are just treasure to be sold and have little usability.
Could we make it so that it is something more like how bandages work (dmg per round, ending when a Reflex save is made, max. 10 rounds, non-stackable)
I was thinking something like:
Alchemist Fire, 1d4 dmg, DC 15
Improved Fire, 1d6 dmg, DC 18
Greater Fire, 1d8 dmg, DC 21
Perfected Fire, 2d6 dmg, DC 24
I also think that the other types (Tanglefoot, Thunderstone etc) need a DC tweak, to be just slightly lower DC than offensive spells (which can reach the high 20's, even 30's). I just feel that atm once you are into mid-levels or higher they are just treasure to be sold and have little usability.





I'd like to think there's at least a risk of death, rather than just *slash* "Pesky Gnome tinkerer! you burnt my moustache!"
Comment