Zaq
2018-12-31, 08:11 PM
Let's talk about holy water (http://www.d20srd.org/srd/equipment/goodsAndServices.htm#holyWater).
Holy Water
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).
I think I've seen holy water used in a real game approximately once. It's honestly really underwhelming. It only works against certain enemies (undead may be relatively common, but still), it doesn't do much more damage compared to acid (average 3.5 vs. average 5) and it actually does LESS than alchemist's fire (average 7 if target doesn't waste a turn putting out the flames vs. average 5).
More importantly, it's hella expensive (heavena expensive?) by the standards of low-level mundane gear, even compared to other offensive flask-style weapons. You can't afford much at level 1 or even level 2. If you do blow the budget on it, honestly, it's not likely to solve your problem by itself! Kobold or human commoner zombies have 16 HP each; a human warrior skeleton is somewhat better at 6 HP, but a wolf skeleton goes all the way up to 13 HP. In contrast, a direct hit from alchemist's fire is extremely likely to kill the sample goblin or orc in the MM1 (or at least to force 'em to lose a turn extinguishing the flame), and the alchemist's fire will also work on the zombies or skeletons. I could understand it having a very low-level niche of "expensive and narrow, but it will solve the problem it's made for," yet that's not what we've got on our hands.
The fact that it only works on undead or evil outsiders means that splash damage isn't likely to cause friendly fire, but I still don't think that's enough.
I do appreciate that we don't have any old 1e-style monsters that can only be damaged with holy water (or, more in keeping with 1e, monsters that inflict some kind of condition on you that is invariably fatal if you don't have immediate access to holy water), but it would be nice if there were something that it did do that made it really worth the effort against its chosen targets.
I will concede that it's possible that holy water could be a level 1 or level 2 party's best offense against a lemure (CR 1, 9 HP, DR 5/good or silver) or a dretch (CR 2, 13 HP, DR 5/cold iron or good), but anecdotally, I haven't seen that come up too much. (I mean, a lemure is mindless and can't really do much on its own, let alone get into places where level 1 parties would be tasked with killing it, right?) It's pretty much always undead because it's easier to justify undead showing up at low levels than it is to justify fiends showing up (without bringing in stuff that very quickly CRs out of hand). I guess it's not impossible. It's just outside of my personal realm of experience, so it doesn't feel like as strong an argument to me.
I suppose one could make a weak argument about being able to manually splash it on adjacent incorporeal undead before you've got a magic weapon, but for one, I actually forgot that you could even do that before I looked it up, and for two, you can afford an oil of magic weapon for the same cost as two vials of holy water, and if you're going to get up close and personal with an incorporeal undead anyway (gotta be adjacent to pour it on them!), that honestly seems like a better return on your investment (if for no other reason than that you're not completely hosed if you miss with the first attack roll or two).
I understand that it's a legacy item. Like, I get that much. And I'm kinda on the fence about this next part, but I guess I can see why you want to make it cost more than just a spell slot and prevent arbitrary stockpiling of it (if for no other reason than that we don't want literally every Good-aligned church to have acre-feet of the stuff just lying around). But I'm not satisfied with what we've got here, to be honest. It's not a bad concept, to be honest. It's thematically compelling, and it has the potential to be interesting. But the existing situation is very disappointing.
So what options do we have to make it less disappointing? I'm open to interesting RAW stuff as long as we're not diving into absurdist cheese, and I'm open to rules tweaks as well.
I'm aware of the priest's bullets and the holy water sprinkler in Libris Mortis and the sprayer in Arms and Equipment Guide; the LM items are uninspiring, but I suppose the sprayer at least potentially solves the "incorporeal undead" issue if you can figure out what the area actually is. If one has easy ways to plane shift into and out of Celestia, the first layer is mostly made up of an entire ocean of holy water, and as long as you're not greedily selling it for profit or otherwise using it in some nefarious way, it's not likely to anger the resident celestials too much if you were to bottle it and take it back to the Prime for use in vanquishing evildoers—that said, I'm not aware of any even slightly reasonable way to get access to plane shift at a level where holy water is still relevant. (The ur-epona trick doesn't work, much to my frustration.)
To be honest, there's part of me that feels like it wouldn't be that bad to just have it cost the spell slot and no extra gold; spell slots are enough of a limiting factor that we wouldn't just assume that every commoner was carrying forty vials of the stuff, but it means that it'd be easier to arm a low-level party against very specific spooky stuff. (If you were really afraid of the stockpiling issue, you could say that holy water created without gold cost only lasts for a few days rather than until used? Possibly unnecessary, but it's something.)
Overall, if introducing rules tweaks to improve the cost/benefit ratio, I might be more open to increasing the benefit rather than reducing the cost. What are some changes we could introduce that would make holy water have an actual purpose given that it's sufficiently expensive that a level 1 character can't afford more than a couple at the most, it's super limited in what you can target with it, and it's consumable? I feel like it should either do a lot of damage to undead, should debuff them in some way, or should have some other kind of benefit to make up for that pile of drawbacks. What's interesting, thematic, and fair?
Holy Water
Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon.
Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity.
A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.
Temples to good deities sell holy water at cost (making no profit).
I think I've seen holy water used in a real game approximately once. It's honestly really underwhelming. It only works against certain enemies (undead may be relatively common, but still), it doesn't do much more damage compared to acid (average 3.5 vs. average 5) and it actually does LESS than alchemist's fire (average 7 if target doesn't waste a turn putting out the flames vs. average 5).
More importantly, it's hella expensive (heavena expensive?) by the standards of low-level mundane gear, even compared to other offensive flask-style weapons. You can't afford much at level 1 or even level 2. If you do blow the budget on it, honestly, it's not likely to solve your problem by itself! Kobold or human commoner zombies have 16 HP each; a human warrior skeleton is somewhat better at 6 HP, but a wolf skeleton goes all the way up to 13 HP. In contrast, a direct hit from alchemist's fire is extremely likely to kill the sample goblin or orc in the MM1 (or at least to force 'em to lose a turn extinguishing the flame), and the alchemist's fire will also work on the zombies or skeletons. I could understand it having a very low-level niche of "expensive and narrow, but it will solve the problem it's made for," yet that's not what we've got on our hands.
The fact that it only works on undead or evil outsiders means that splash damage isn't likely to cause friendly fire, but I still don't think that's enough.
I do appreciate that we don't have any old 1e-style monsters that can only be damaged with holy water (or, more in keeping with 1e, monsters that inflict some kind of condition on you that is invariably fatal if you don't have immediate access to holy water), but it would be nice if there were something that it did do that made it really worth the effort against its chosen targets.
I will concede that it's possible that holy water could be a level 1 or level 2 party's best offense against a lemure (CR 1, 9 HP, DR 5/good or silver) or a dretch (CR 2, 13 HP, DR 5/cold iron or good), but anecdotally, I haven't seen that come up too much. (I mean, a lemure is mindless and can't really do much on its own, let alone get into places where level 1 parties would be tasked with killing it, right?) It's pretty much always undead because it's easier to justify undead showing up at low levels than it is to justify fiends showing up (without bringing in stuff that very quickly CRs out of hand). I guess it's not impossible. It's just outside of my personal realm of experience, so it doesn't feel like as strong an argument to me.
I suppose one could make a weak argument about being able to manually splash it on adjacent incorporeal undead before you've got a magic weapon, but for one, I actually forgot that you could even do that before I looked it up, and for two, you can afford an oil of magic weapon for the same cost as two vials of holy water, and if you're going to get up close and personal with an incorporeal undead anyway (gotta be adjacent to pour it on them!), that honestly seems like a better return on your investment (if for no other reason than that you're not completely hosed if you miss with the first attack roll or two).
I understand that it's a legacy item. Like, I get that much. And I'm kinda on the fence about this next part, but I guess I can see why you want to make it cost more than just a spell slot and prevent arbitrary stockpiling of it (if for no other reason than that we don't want literally every Good-aligned church to have acre-feet of the stuff just lying around). But I'm not satisfied with what we've got here, to be honest. It's not a bad concept, to be honest. It's thematically compelling, and it has the potential to be interesting. But the existing situation is very disappointing.
So what options do we have to make it less disappointing? I'm open to interesting RAW stuff as long as we're not diving into absurdist cheese, and I'm open to rules tweaks as well.
I'm aware of the priest's bullets and the holy water sprinkler in Libris Mortis and the sprayer in Arms and Equipment Guide; the LM items are uninspiring, but I suppose the sprayer at least potentially solves the "incorporeal undead" issue if you can figure out what the area actually is. If one has easy ways to plane shift into and out of Celestia, the first layer is mostly made up of an entire ocean of holy water, and as long as you're not greedily selling it for profit or otherwise using it in some nefarious way, it's not likely to anger the resident celestials too much if you were to bottle it and take it back to the Prime for use in vanquishing evildoers—that said, I'm not aware of any even slightly reasonable way to get access to plane shift at a level where holy water is still relevant. (The ur-epona trick doesn't work, much to my frustration.)
To be honest, there's part of me that feels like it wouldn't be that bad to just have it cost the spell slot and no extra gold; spell slots are enough of a limiting factor that we wouldn't just assume that every commoner was carrying forty vials of the stuff, but it means that it'd be easier to arm a low-level party against very specific spooky stuff. (If you were really afraid of the stockpiling issue, you could say that holy water created without gold cost only lasts for a few days rather than until used? Possibly unnecessary, but it's something.)
Overall, if introducing rules tweaks to improve the cost/benefit ratio, I might be more open to increasing the benefit rather than reducing the cost. What are some changes we could introduce that would make holy water have an actual purpose given that it's sufficiently expensive that a level 1 character can't afford more than a couple at the most, it's super limited in what you can target with it, and it's consumable? I feel like it should either do a lot of damage to undead, should debuff them in some way, or should have some other kind of benefit to make up for that pile of drawbacks. What's interesting, thematic, and fair?