<div dir="ltr">Excellent question - I guess I'm walking the same line as the RQ rules, with "generous" real-life simulation - e.g. I'd allow semi-cinematics, but crazy feats will still need crazy rolls. <div>
<br></div><div style>So if lamp oil isn't the same flammability as pitch, say, then this would stop the Molotov idea. Or if flaming arrows are hard to manufacture (esp. with only padded armor scraps and lamp oil to work with) then this would hamper the party. Finally, are such jury-rigged flame arrows easy to fire ? I'd presume not.</div>
<div style><br></div><div style><br></div></div><div class="gmail_extra"><br><br><div class="gmail_quote">On 15 May 2013 01:59, Phil Hibbs <span dir="ltr"><<a href="mailto:snarks@gmail.com" target="_blank">snarks@gmail.com</a>></span> wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0 .8ex;border-left:1px #ccc solid;padding-left:1ex">Styopa:<div class="im"><br>>Having done a fair bit of experimentation with flaming projectiles in my
youth, <br>>I can confirm that flaming arrows are rather harder to get
'right' than the movies <br>>make it seem. Generally,<br><br></div>Which leads to an immediate question: do you want your game to be like real life, or do you want it to be like a movie?<span class="HOEnZb"><font color="#888888"><br>
<br>Phil.<br>-- <br><div>
Don't you just hate self-referential sigs?<br></div>
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