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View Full Version : Flasks of Oil - use Sun Flask coding



Bradik_Losdar
08-21-2022, 12:52 PM
One of the staples of D&D early on was the Flask of Oil used as a weapon.

I always wondered why it was never included in DDO (scratches head at Spears still missing from game too). But we have something like it in the Sun Flask. Why not use the exact coding for a Sun Flask but simply change the damage from Light to Fire. Problem solved. Put them up for sale at every General Vendor and viola! A classic D&D item is easily added to the game.

FuzzyDuck81
08-30-2022, 12:16 PM
They already are, you make them at the same place as you make traps - check the device workstation in House Cannith or Eveningstar, they need the trapfinding feat (so rogues & artificers) or UMD to use them & only really scale halfway decently in low to mid heroic levels.

It's a shame, as the idea of making those traps & bombs is pretty cool, though the only ones that are all that useful in practice are the spell ones, since with the rogue mechanic tree you can have 100% of your disable device skill be the DC for them, even if they're still only cast at the minimum level so the duration isn't all that great but a 100+ DC blindness AoE from glitterdust can make things much easier.

OfElectricMen
09-08-2022, 09:27 AM
They already are, you make them at the same place as you make traps

In other words, they already are NOT since, as you note, you need Trapmaking. And you can't make a flask of oil.

Not only should any character be able to buy oil flasks, they should be able to buy flasks of acid (10 gp), Alchemist's Fire (20 gp), Tanglefoot Bags (50 gp) and Thunderstones (30 gp). None of these should require a class ability to acquire and use.

cdbd3rd
09-08-2022, 09:56 AM
...
Not only should any character be able to buy oil flasks, they should be able to buy flasks of acid (10 gp), Alchemist's Fire (20 gp), Tanglefoot Bags (50 gp) and Thunderstones (30 gp). None of these should require a class ability to acquire and use.

I can agree with this, kinda. The DM in me would also like to see a few carried flasks of <whatever> break and add extra damage every time the character fails a save vs damaging elements. (Fireball, Lightning Bolt, etc.)

Being able to buy/make flasks by any character class would make Thrower characters a little more versatile. On the other side of the same coin, it does negate a class skill of Rogues/Arty's.


[ off-topic: Wearing/Carrying a Necklace of Fireballs? Same. Failed character save, make the item save or explode. ...and yes, I've been on the playing side of one of those glorious character deaths! ] :)