Necklace of Fireballs question


3.5/d20/OGL

Grand Lodge

The DMG states that the beads of a NoF can be thrown up to 70 feet. Does the thrower need to make a ranged (touch) attack or does the bead just land anywhere the thrower wants within the 70 foot range?

Scarab Sages

Well, under the pathfinder special and superior items, the thunderstone can be thrown at a particular square with an ac of 5. That'd probably be how I ruled it.


roll4initiative wrote:
The DMG states that the beads of a NoF can be thrown up to 70 feet. Does the thrower need to make a ranged (touch) attack or does the bead just land anywhere the thrower wants within the 70 foot range?

Interesting question; I never considered this before, and there has been a NoF used in my campaign. The SRD entry doesn't specify; the simplest rule would be that it works like the fireball spell (which involves throwing a "bead" too, if only in the "fluff" text), ie. no attack roll - the victims get a reflex save for half damage like a normal fireball, and generally effects that require an attack roll don't offer a save. Plus you don't need to hit a person with it; just to have it detonate where you want it to. You could require they roll a 5 or better on a ranged attack roll to have it detonate in the intersection they choose (like the standard AC of 5 for a 5' square) like a splash weapon, but what's the point? I believe the SRD entry also says they can "easily" throw it that 70 feet, which I interpret as meaning no attack roll is required. For these reasons, IMC that would (and has been) the ruling.

Feel free to disregard and add an attack roll mechanic, of course. One might even rule that "easily" throwing it 70 feet just means that 70 feet is the range increment, therefore they could throw it up to 5 times that distance (10 if a sling is used, but treat the bead as a stone rather than a real bullet for determining attack roll modifiers, perhaps? I dunno, just spitballing here) if they're willing to take the standard range increment penalties. That could work if you really want to add an attack roll rule. Then you get into questions like, "Should something extra happen to someone who actually gets hit by the bead (no save, perhaps?)"... Seems like a lot of extra bookkeeping to endure for little or no gain IMO though. It might also make the item more powerful than the spell in certain situations.

I'll be sticking with the simpler ruling above for my game, FWIW.

Kang

Grand Lodge

I'll be sticking with the simpler ruling above for my game,...

Thanks for your help! Yeah, I'm gonna stick with the simpler ruling as well. I did have my player roll an attack. Oh well. He has two beads left on the thing so I'll just treat the next ones like a fireball spell.


I have an interesting twist which almost came up in the game I'm running a few weeks ago. One of the characters has a necklace of fireballs, and the party was in a tight, confined corridor with a very small, barred window in the wall. The suggestion came up to toss a bead through the window into the next room to try and kill the monster that was in there. Now, I guess as written, it would have been simple enough, line of sight and all that. But I was considering requiring a ranged attack to hit the window and not have the bead bounce off the wall back into the corridor with the party and detonate on them. The party eventually decided to go a different way, but it might have been interesting.

Of course, I'd also have given her the option of reaching through the window to drop it, but I bet the bugbear barbarian on the other side would have had a response to that.

Sovereign Court

I use ranged touch, with a low DC.

I realize that any variant or current rule on this is fine, and I am not debating or promoting this idea as better.

However, I like to adjudicate where it lands. I also have a d8 with directions printed on it. If for some reason, the thrower cant clear a DC5 or whatever (with bonus or penalty based on context), I look at that die in the same way I used "grenade rules" from 1st or 2nd edition, and place the target square randomly around the target. Terrible misses should have terrible consequences imho... and makes for a fun game.

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