How can I model explosives with secondary effects? Announcing the arrival of Valued Associate #679: Cesar Manara Planned maintenance scheduled April 23, 2019 at 00:00UTC (8:00pm US/Eastern)Where can I find rules for explosives or fireworks?Is the oil thrown on a creature consumed when it's dealt fire damage and lit?Are there any rules for damage from an explosion?How can I categorize objects by size?Where can I find rules for explosives or fireworks?Can you make a weapon bond with an improvised weapon?How do you distinguish between magic effects that bypass immunity and those that don't?How much damage do books do as weapons?How can we model “acting first” in a hostile parley?Should the secondary maintained damage from Witch Bolt actually scale up with the level of the spell slot used? Was this an omission?Saving against secondary effects of poisonHow to rule attacking and damage with a bear trap mounted on a pole?How much damage for throwing rocks?

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How can I model explosives with secondary effects?



Announcing the arrival of Valued Associate #679: Cesar Manara
Planned maintenance scheduled April 23, 2019 at 00:00UTC (8:00pm US/Eastern)Where can I find rules for explosives or fireworks?Is the oil thrown on a creature consumed when it's dealt fire damage and lit?Are there any rules for damage from an explosion?How can I categorize objects by size?Where can I find rules for explosives or fireworks?Can you make a weapon bond with an improvised weapon?How do you distinguish between magic effects that bypass immunity and those that don't?How much damage do books do as weapons?How can we model “acting first” in a hostile parley?Should the secondary maintained damage from Witch Bolt actually scale up with the level of the spell slot used? Was this an omission?Saving against secondary effects of poisonHow to rule attacking and damage with a bear trap mounted on a pole?How much damage for throwing rocks?



.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;








16












$begingroup$


In my campaign, there is a crazy old shopkeeper NPC who has some arcane knowledge. In preparation to defend the town against an incoming zombie horde, the party paid him to make twenty one-pound small explosive barrels. Eighteen of those barrels were used to set a trap, and the party kept two. One of my players just decided to lob one into an oil fire in front of some charging enemies, and it happened to be convenient to end the session at the apex of the arc.



I am looking for the most RAW-conformant answers to two questions, considering the balance implications of having the primary effect (explosion) triggering a secondary effect (oil):



  • How do I model the damage from the explosive? I want to treat this as thunder damage.

  • How do I model the damage from the fire, both from entry into the hazard and from splashed flaming oil?









share|improve this question











$endgroup$







  • 2




    $begingroup$
    These are two totally distinct questions, and should be asked separately. The first question is sort of addressed here: Where can I find rules for explosives or fireworks? (in terms of telling you where to look). And here: Are there any rules for damage from an explosion?. Can you confirm whether those answer your first question?
    $endgroup$
    – V2Blast
    Apr 4 at 19:20






  • 2




    $begingroup$
    As for the other question, see this question: Is the oil thrown on a creature consumed when it's dealt fire damage and lit? It doesn't directly ask your question, but it references the relevant rules.
    $endgroup$
    – V2Blast
    Apr 4 at 19:21










  • $begingroup$
    I asked the questions together because I intended to balance the combination of effect. I'll add clarification
    $endgroup$
    – Weasemunk
    Apr 8 at 14:15

















16












$begingroup$


In my campaign, there is a crazy old shopkeeper NPC who has some arcane knowledge. In preparation to defend the town against an incoming zombie horde, the party paid him to make twenty one-pound small explosive barrels. Eighteen of those barrels were used to set a trap, and the party kept two. One of my players just decided to lob one into an oil fire in front of some charging enemies, and it happened to be convenient to end the session at the apex of the arc.



I am looking for the most RAW-conformant answers to two questions, considering the balance implications of having the primary effect (explosion) triggering a secondary effect (oil):



  • How do I model the damage from the explosive? I want to treat this as thunder damage.

  • How do I model the damage from the fire, both from entry into the hazard and from splashed flaming oil?









share|improve this question











$endgroup$







  • 2




    $begingroup$
    These are two totally distinct questions, and should be asked separately. The first question is sort of addressed here: Where can I find rules for explosives or fireworks? (in terms of telling you where to look). And here: Are there any rules for damage from an explosion?. Can you confirm whether those answer your first question?
    $endgroup$
    – V2Blast
    Apr 4 at 19:20






  • 2




    $begingroup$
    As for the other question, see this question: Is the oil thrown on a creature consumed when it's dealt fire damage and lit? It doesn't directly ask your question, but it references the relevant rules.
    $endgroup$
    – V2Blast
    Apr 4 at 19:21










  • $begingroup$
    I asked the questions together because I intended to balance the combination of effect. I'll add clarification
    $endgroup$
    – Weasemunk
    Apr 8 at 14:15













16












16








16





$begingroup$


In my campaign, there is a crazy old shopkeeper NPC who has some arcane knowledge. In preparation to defend the town against an incoming zombie horde, the party paid him to make twenty one-pound small explosive barrels. Eighteen of those barrels were used to set a trap, and the party kept two. One of my players just decided to lob one into an oil fire in front of some charging enemies, and it happened to be convenient to end the session at the apex of the arc.



I am looking for the most RAW-conformant answers to two questions, considering the balance implications of having the primary effect (explosion) triggering a secondary effect (oil):



  • How do I model the damage from the explosive? I want to treat this as thunder damage.

  • How do I model the damage from the fire, both from entry into the hazard and from splashed flaming oil?









share|improve this question











$endgroup$




In my campaign, there is a crazy old shopkeeper NPC who has some arcane knowledge. In preparation to defend the town against an incoming zombie horde, the party paid him to make twenty one-pound small explosive barrels. Eighteen of those barrels were used to set a trap, and the party kept two. One of my players just decided to lob one into an oil fire in front of some charging enemies, and it happened to be convenient to end the session at the apex of the arc.



I am looking for the most RAW-conformant answers to two questions, considering the balance implications of having the primary effect (explosion) triggering a secondary effect (oil):



  • How do I model the damage from the explosive? I want to treat this as thunder damage.

  • How do I model the damage from the fire, both from entry into the hazard and from splashed flaming oil?






dnd-5e damage improvised-weaponry






share|improve this question















share|improve this question













share|improve this question




share|improve this question








edited Apr 8 at 14:17







Weasemunk

















asked Apr 4 at 15:07









WeasemunkWeasemunk

591215




591215







  • 2




    $begingroup$
    These are two totally distinct questions, and should be asked separately. The first question is sort of addressed here: Where can I find rules for explosives or fireworks? (in terms of telling you where to look). And here: Are there any rules for damage from an explosion?. Can you confirm whether those answer your first question?
    $endgroup$
    – V2Blast
    Apr 4 at 19:20






  • 2




    $begingroup$
    As for the other question, see this question: Is the oil thrown on a creature consumed when it's dealt fire damage and lit? It doesn't directly ask your question, but it references the relevant rules.
    $endgroup$
    – V2Blast
    Apr 4 at 19:21










  • $begingroup$
    I asked the questions together because I intended to balance the combination of effect. I'll add clarification
    $endgroup$
    – Weasemunk
    Apr 8 at 14:15












  • 2




    $begingroup$
    These are two totally distinct questions, and should be asked separately. The first question is sort of addressed here: Where can I find rules for explosives or fireworks? (in terms of telling you where to look). And here: Are there any rules for damage from an explosion?. Can you confirm whether those answer your first question?
    $endgroup$
    – V2Blast
    Apr 4 at 19:20






  • 2




    $begingroup$
    As for the other question, see this question: Is the oil thrown on a creature consumed when it's dealt fire damage and lit? It doesn't directly ask your question, but it references the relevant rules.
    $endgroup$
    – V2Blast
    Apr 4 at 19:21










  • $begingroup$
    I asked the questions together because I intended to balance the combination of effect. I'll add clarification
    $endgroup$
    – Weasemunk
    Apr 8 at 14:15







2




2




$begingroup$
These are two totally distinct questions, and should be asked separately. The first question is sort of addressed here: Where can I find rules for explosives or fireworks? (in terms of telling you where to look). And here: Are there any rules for damage from an explosion?. Can you confirm whether those answer your first question?
$endgroup$
– V2Blast
Apr 4 at 19:20




$begingroup$
These are two totally distinct questions, and should be asked separately. The first question is sort of addressed here: Where can I find rules for explosives or fireworks? (in terms of telling you where to look). And here: Are there any rules for damage from an explosion?. Can you confirm whether those answer your first question?
$endgroup$
– V2Blast
Apr 4 at 19:20




2




2




$begingroup$
As for the other question, see this question: Is the oil thrown on a creature consumed when it's dealt fire damage and lit? It doesn't directly ask your question, but it references the relevant rules.
$endgroup$
– V2Blast
Apr 4 at 19:21




$begingroup$
As for the other question, see this question: Is the oil thrown on a creature consumed when it's dealt fire damage and lit? It doesn't directly ask your question, but it references the relevant rules.
$endgroup$
– V2Blast
Apr 4 at 19:21












$begingroup$
I asked the questions together because I intended to balance the combination of effect. I'll add clarification
$endgroup$
– Weasemunk
Apr 8 at 14:15




$begingroup$
I asked the questions together because I intended to balance the combination of effect. I'll add clarification
$endgroup$
– Weasemunk
Apr 8 at 14:15










2 Answers
2






active

oldest

votes


















27












$begingroup$

There is a model and statistics for several types of Explosives in the DMG on page 267-8.



The bombs are even specifically 1 lb.




Bomb: As an action, a character can light this bomb and throw it at a
point up to 60 ft away. Each Creature within 5 ft of that point must
succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.




Oil and catching fire, whether spread on a surface or covering a creature is actually covered in the PHB p 152, under the Oil entry.




Oil. Oil usually comes in a clay flask that holds 1 pint. As an
action, you can splash the oil in this flask onto a creature within 5
feet o f you or throw it up to 20 feet, shattering it on impact. Make
a ranged attack against a target creature or object, treating the oil
as an improvised weapon. On a hit, the target is covered in oil. If
the target takes any fire damage before the oil dries (after 1
minute), the target takes an additional 5 fire damage from the burning
oil. You can also pour a flask of oil on the ground to cover a
5-foot-square area, provided that the surface is level. If lit, the
oil burns for 2 rounds and deals 5 fire damage to any creature that
enters the area or ends its turn in the area. A creature can take this
damage only once per turn.




This is statistics for 1 lb of oil. If there is more than that perhaps consider extending the duration of the burn. If there is enough to burn long enough perhaps consider doubling the damage or looking into the Fire rules.



One last thing, Improving Damage and Adjusting Areas of Effects on DMG P249, might be good to glance at. While it doesn't use specific examples for your situation it does provide some decent guidelines.






share|improve this answer











$endgroup$








  • 9




    $begingroup$
    @Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
    $endgroup$
    – T.J.L.
    Apr 4 at 15:23


















3












$begingroup$

Use Fireball-like Stats



For explosives I usually just rule that it has the same size and damage as the fireball spell.




Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success.




I usually leave out the fire spread mechanic unless it’s an incendiary explosive. Damage, blast radius, and DEX save can be adjusted according to the explosive potency and size.






share|improve this answer









$endgroup$








  • 2




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    Apr 4 at 15:16











Your Answer








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2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









27












$begingroup$

There is a model and statistics for several types of Explosives in the DMG on page 267-8.



The bombs are even specifically 1 lb.




Bomb: As an action, a character can light this bomb and throw it at a
point up to 60 ft away. Each Creature within 5 ft of that point must
succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.




Oil and catching fire, whether spread on a surface or covering a creature is actually covered in the PHB p 152, under the Oil entry.




Oil. Oil usually comes in a clay flask that holds 1 pint. As an
action, you can splash the oil in this flask onto a creature within 5
feet o f you or throw it up to 20 feet, shattering it on impact. Make
a ranged attack against a target creature or object, treating the oil
as an improvised weapon. On a hit, the target is covered in oil. If
the target takes any fire damage before the oil dries (after 1
minute), the target takes an additional 5 fire damage from the burning
oil. You can also pour a flask of oil on the ground to cover a
5-foot-square area, provided that the surface is level. If lit, the
oil burns for 2 rounds and deals 5 fire damage to any creature that
enters the area or ends its turn in the area. A creature can take this
damage only once per turn.




This is statistics for 1 lb of oil. If there is more than that perhaps consider extending the duration of the burn. If there is enough to burn long enough perhaps consider doubling the damage or looking into the Fire rules.



One last thing, Improving Damage and Adjusting Areas of Effects on DMG P249, might be good to glance at. While it doesn't use specific examples for your situation it does provide some decent guidelines.






share|improve this answer











$endgroup$








  • 9




    $begingroup$
    @Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
    $endgroup$
    – T.J.L.
    Apr 4 at 15:23















27












$begingroup$

There is a model and statistics for several types of Explosives in the DMG on page 267-8.



The bombs are even specifically 1 lb.




Bomb: As an action, a character can light this bomb and throw it at a
point up to 60 ft away. Each Creature within 5 ft of that point must
succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.




Oil and catching fire, whether spread on a surface or covering a creature is actually covered in the PHB p 152, under the Oil entry.




Oil. Oil usually comes in a clay flask that holds 1 pint. As an
action, you can splash the oil in this flask onto a creature within 5
feet o f you or throw it up to 20 feet, shattering it on impact. Make
a ranged attack against a target creature or object, treating the oil
as an improvised weapon. On a hit, the target is covered in oil. If
the target takes any fire damage before the oil dries (after 1
minute), the target takes an additional 5 fire damage from the burning
oil. You can also pour a flask of oil on the ground to cover a
5-foot-square area, provided that the surface is level. If lit, the
oil burns for 2 rounds and deals 5 fire damage to any creature that
enters the area or ends its turn in the area. A creature can take this
damage only once per turn.




This is statistics for 1 lb of oil. If there is more than that perhaps consider extending the duration of the burn. If there is enough to burn long enough perhaps consider doubling the damage or looking into the Fire rules.



One last thing, Improving Damage and Adjusting Areas of Effects on DMG P249, might be good to glance at. While it doesn't use specific examples for your situation it does provide some decent guidelines.






share|improve this answer











$endgroup$








  • 9




    $begingroup$
    @Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
    $endgroup$
    – T.J.L.
    Apr 4 at 15:23













27












27








27





$begingroup$

There is a model and statistics for several types of Explosives in the DMG on page 267-8.



The bombs are even specifically 1 lb.




Bomb: As an action, a character can light this bomb and throw it at a
point up to 60 ft away. Each Creature within 5 ft of that point must
succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.




Oil and catching fire, whether spread on a surface or covering a creature is actually covered in the PHB p 152, under the Oil entry.




Oil. Oil usually comes in a clay flask that holds 1 pint. As an
action, you can splash the oil in this flask onto a creature within 5
feet o f you or throw it up to 20 feet, shattering it on impact. Make
a ranged attack against a target creature or object, treating the oil
as an improvised weapon. On a hit, the target is covered in oil. If
the target takes any fire damage before the oil dries (after 1
minute), the target takes an additional 5 fire damage from the burning
oil. You can also pour a flask of oil on the ground to cover a
5-foot-square area, provided that the surface is level. If lit, the
oil burns for 2 rounds and deals 5 fire damage to any creature that
enters the area or ends its turn in the area. A creature can take this
damage only once per turn.




This is statistics for 1 lb of oil. If there is more than that perhaps consider extending the duration of the burn. If there is enough to burn long enough perhaps consider doubling the damage or looking into the Fire rules.



One last thing, Improving Damage and Adjusting Areas of Effects on DMG P249, might be good to glance at. While it doesn't use specific examples for your situation it does provide some decent guidelines.






share|improve this answer











$endgroup$



There is a model and statistics for several types of Explosives in the DMG on page 267-8.



The bombs are even specifically 1 lb.




Bomb: As an action, a character can light this bomb and throw it at a
point up to 60 ft away. Each Creature within 5 ft of that point must
succeed on a DC 12 Dexterity saving throw or take 3d6 fire damage.




Oil and catching fire, whether spread on a surface or covering a creature is actually covered in the PHB p 152, under the Oil entry.




Oil. Oil usually comes in a clay flask that holds 1 pint. As an
action, you can splash the oil in this flask onto a creature within 5
feet o f you or throw it up to 20 feet, shattering it on impact. Make
a ranged attack against a target creature or object, treating the oil
as an improvised weapon. On a hit, the target is covered in oil. If
the target takes any fire damage before the oil dries (after 1
minute), the target takes an additional 5 fire damage from the burning
oil. You can also pour a flask of oil on the ground to cover a
5-foot-square area, provided that the surface is level. If lit, the
oil burns for 2 rounds and deals 5 fire damage to any creature that
enters the area or ends its turn in the area. A creature can take this
damage only once per turn.




This is statistics for 1 lb of oil. If there is more than that perhaps consider extending the duration of the burn. If there is enough to burn long enough perhaps consider doubling the damage or looking into the Fire rules.



One last thing, Improving Damage and Adjusting Areas of Effects on DMG P249, might be good to glance at. While it doesn't use specific examples for your situation it does provide some decent guidelines.







share|improve this answer














share|improve this answer



share|improve this answer








edited Apr 4 at 15:32

























answered Apr 4 at 15:12









L.P.L.P.

44628




44628







  • 9




    $begingroup$
    @Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
    $endgroup$
    – T.J.L.
    Apr 4 at 15:23












  • 9




    $begingroup$
    @Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
    $endgroup$
    – T.J.L.
    Apr 4 at 15:23







9




9




$begingroup$
@Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
$endgroup$
– T.J.L.
Apr 4 at 15:23




$begingroup$
@Weasemunk Force damage is probably not appropriate - if you look at the descriptions elsewhere, force is not force as physics would describe it, but magic. Thunder for a concussive shock wave or fire for actual burning would be more appropriate.
$endgroup$
– T.J.L.
Apr 4 at 15:23













3












$begingroup$

Use Fireball-like Stats



For explosives I usually just rule that it has the same size and damage as the fireball spell.




Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success.




I usually leave out the fire spread mechanic unless it’s an incendiary explosive. Damage, blast radius, and DEX save can be adjusted according to the explosive potency and size.






share|improve this answer









$endgroup$








  • 2




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    Apr 4 at 15:16















3












$begingroup$

Use Fireball-like Stats



For explosives I usually just rule that it has the same size and damage as the fireball spell.




Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success.




I usually leave out the fire spread mechanic unless it’s an incendiary explosive. Damage, blast radius, and DEX save can be adjusted according to the explosive potency and size.






share|improve this answer









$endgroup$








  • 2




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    Apr 4 at 15:16













3












3








3





$begingroup$

Use Fireball-like Stats



For explosives I usually just rule that it has the same size and damage as the fireball spell.




Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success.




I usually leave out the fire spread mechanic unless it’s an incendiary explosive. Damage, blast radius, and DEX save can be adjusted according to the explosive potency and size.






share|improve this answer









$endgroup$



Use Fireball-like Stats



For explosives I usually just rule that it has the same size and damage as the fireball spell.




Each creature in a 20-foot-radius sphere must make a Dexterity save. A target takes 8d6 fire damage on a failed save, or half on a success.




I usually leave out the fire spread mechanic unless it’s an incendiary explosive. Damage, blast radius, and DEX save can be adjusted according to the explosive potency and size.







share|improve this answer












share|improve this answer



share|improve this answer










answered Apr 4 at 15:13









Cook DooCook Doo

888




888







  • 2




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    Apr 4 at 15:16












  • 2




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    Apr 4 at 15:16







2




2




$begingroup$
This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
$endgroup$
– Weasemunk
Apr 4 at 15:16




$begingroup$
This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
$endgroup$
– Weasemunk
Apr 4 at 15:16

















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