Originally Posted by ReaLMoisan
Originally Posted by HYPERBOLOCO
In regards to surface effects.


A) They shouldn't be an option for cantrips or arrows

B) They shouldn't occur in addition to direct hit damage from throwables or direct damage spells (your coating the enemy in a substance from a small bottle)

C) They shouldn't have guaranteed damage/debuffs or double up damage when trying to leave them (apply damage roll at turn end if inside zone maybe?)

D) They should only exist if 5e specifically states they do or at least limit them to spell critical hits (not cantrips)

E) They should have a more limited radius/quantity/duration (looking at you blood/fire)

F) They should not be nearly as widely available and accessibility/types/potencies/effects should be thematic to the creature in question (not every goblin is an alchemist)


P.S. bonus action jump/shove for everyone can screw off


100% agree.


A = Arrows no the shouldn't be, sense the coating is on the arrow itself. Cantrips open to debate, after all most cantrips with option to have secondary effect have a reduced damage die then what is written in 5e handbook. So they may be factoring in surface effect.

B = did you take into consideration the splash damage that is in the book? That splash damage can be concieved as having an effect on the surface as well. Again whats good for pnp isn't good and logistics of tracking all this on pnp is a major undertaking. Yet again damage of throwables may been reduced to take into consideration for the secondary damage. (I personally don't use throwables very often. not playing an alchemist/artificer)

C = your moving through the zone, which in 5e would have you make a reflex check for each 5 ft. of movement. Easily avoided by jumping (hate to say that not a fan of jump/disengage) out of, or over the area.

D = again whats good/easier for pnp doesn't make it good for games. the reduceing of damage die on spells with secondary effects shows some thought has been put into this by Larian.

E = agree some surfaces should not be able to catch on fire water, blood, should not burn like oil/grease. Still effects of burned areas are usually 2 rounds 12 seconds if using standard D&D rounds. That if your standing it in means 2 ticks. With no (needs experimentation) way of putting out the fire then it results in up to 4 ticks of damage. Maybe the drinkable water jugs can put out fires and such, think they are action? (again need to experiment)

F = agree 100%