Author Topic: Feedback, Complaints, Concerns, Likes, Dislikes for Campaign #1 [Joy the DM]  (Read 70594 times)

Standard dynamite rules: taken from someone else's homebrew

The following are common, balanced rules for using a stick of dynamite, which can be easily incorporated into a campaign:

[Joy's addition] Cost: These are illegal to use and carry in many of the cities of Faerûn. They are made on site snd the constituants are purchased only with a permit.

[Joy's Addition] Potency: this will decrease over time, there is a risk that these sticks do something other than explode. They may just flare, they may have a decreased radius or damage, they may just smoke, or they may do nothing.

Action: As an action, a creature can light and throw the dynamite at a point up to 60 feet away.

Detonation: The dynamite explodes after a short time (typically at the end of the thrower's turn), or a longer fuse can be set to detonate up to 6 rounds later.

Damage: Creatures within a 5-foot radius sphere must make a DC 12 Dexterity saving throw.

Failed Save: Takes 3d6 bludgeoning damage.
Successful Save: Takes half as much damage.

I assume 'adventurer' is enough of a reason to get a permit? I mean we're saving the world here!

You would require a valid mining license or other valid purpose and the sticks aren't carried around as they lose potency and are too dangerous given all the fire capable magic users about and the risk of accidental ignition.

What about the components? Triple useful for making explosives, poison and acid.

They're very expensive and have the requirements I'm speaking of since you wouldn't buy the sticks pre-made.

Maybe the real treasure was the explosive components we found along the way!
Fuck gold and jewels and magic items! We'll only take the explosive bags.

inb4 the world is overrun by monsters because adventures can't obtain a loicense for explosives and die in hand-to-hand combat against superior numbers of enemies. I'm actually surprised we're allowed to carry weapons without an extra loicense.

The commoners don't have swords for a reason.