Paradigm Concepts

Holy Water...
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Author:  Blusponge [ Sat Nov 21, 2015 8:34 am ]
Post subject:  Holy Water...

Ok, so the topic of making holy water came up last night. Between the 1st edition core and R&R, I have most of my official answers. But thinking like a player here, there are two questions unanswered:

1) What is the minimum volume of holy water for an attack to be effective? In other words, how many doses does that gallon of holy water get you?

My current thinking: 99% of RPGs that offer holy water as equipment offer it by the flask. Most modern flasks hold 8 oz (or 16 doses per gallon) or, in the case of oil, 1 pint (8 doses). Either one of those seems reasonable to me. Where weight is concerned, it would be 0.5 lb for 8 oz or 1 lb for a pint.

2) Is there any additional affect for using large volumes of holy water on a vulnerable target? Say dunking or submerging a creature in a vat of the stuff?

My current thinking: Sure, why not. And it is going to get asked eventually. So I figure +1 DM per gallon for submersion. That seems to fit the genre and doesn't give the cadre an incentive to spend a rainy day filling vats of holy water in the basement of the church.



Author:  jscifert [ Sun Nov 22, 2015 7:31 am ]
Post subject:  Re: Holy Water...

Makes sense to me, Tom. Go with it!

Author:  PCI Eric [ Fri Jan 01, 2016 2:00 pm ]
Post subject:  Re: Holy Water...

Seems like a completely reasonable modifier to the DM. Things like Holy Water are more for defeating specific threats due to their weaknesses than other games.

I've seen ye olde version of the below in equipment guides for other games, and that is not the feel we are going for.


Author:  Blusponge [ Fri Jan 01, 2016 2:51 pm ]
Post subject:  Re: Holy Water...

Man, Eric. It's fun when the forum gods let you out to play.

Yeah, that's not the vibe I want to let in either. Really, this is kinda like the whole silver weapon thing I bounced around months ago. It has more to do with how to create it. Of course, the logical extension becomes "how much can we create? How much damage can we do?" Putting some reasonable caps on it in play make sense to me. Besides, my players like to do a lot of trial and error. "Silver didn't hurt it? Hit it with holy water? No? Who's got the salt?!"


Author:  PCI Eric [ Sat Jan 02, 2016 1:53 pm ]
Post subject:  Re: Holy Water...

I suppose trial and error is a short cut. We always pictured more of a research dynamic when we were creating the game to begin with.

Author:  Blusponge [ Sat Jan 02, 2016 3:58 pm ]
Post subject:  Re: Holy Water...

That makes perfect sense. The issue with our group is one of the characters is a Jesuit priest. So there is a reasonable expectation that he could "bless" holy water. Otherwise, I could have just directed them to the nearest church.

And it is always possible I'm overthinking everything. :)


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