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Polisurgist
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RAW doesn't sayProbably a DM call, but... there are some precedents

This is going to be a DM call either way, but the DM probably wants to use the torch and the improvised weapon rules to inform that ruling, so it can go one of several ways:

  • +1 fire damage: The burning weapon is similar to a torch, so it should act as a torch on a hit as well as performing its own "job."
  • 0 additional damage: Despite being on fire, the amount of flame that a burning weapon produces is likely far less than a torch, a weapon not designed to be lit aflame isn't as good at holding a fuel supply as a torch...as well as probably a number of other reasons mean that the heat from the flame isn't enough to do a significant amount of damage; it's more akin to jumping through a campfire than falling into a campfire. A flaming weapon like this should still be able to set highly flammable things on fire (like flaming arrows over the castle wall meant to set thatch aflame).
  • Choose 1 or +0: Hitting someone with a flaming weapon might not leave the heat in place long enough to cause damage, but a weapon could be held up to a target, foregoing its normal effect in favor of acting like a torch in combat. You'd only really use this tactic if you were facing an enemy that could be damaged by fire but not by the weapon.
  • Convert one damage to fire: The weapon is no better than before at hurting someone, but now at least part of its effect is the result of the flame, so out of a character's damage roll, the weapon deals one fire and the rest according to the weapon type.

...there are probably other ways to rule this; as with most DM rulings, the key is something that fits the theme of the game, that everyone can accept and that's fairly consistently applied throughout.

RAW doesn't say, but...

This is going to be a DM call either way, but the DM probably wants to use the torch and the improvised weapon rules to inform that ruling, so it can go one of several ways:

  • +1 fire damage: The burning weapon is similar to a torch, so it should act as a torch on a hit as well as performing its own "job."
  • 0 additional damage: Despite being on fire, the amount of flame that a burning weapon produces is likely far less than a torch, a weapon not designed to be lit aflame isn't as good at holding a fuel supply as a torch...as well as probably a number of other reasons mean that the heat from the flame isn't enough to do a significant amount of damage; it's more akin to jumping through a campfire than falling into a campfire. A flaming weapon like this should still be able to set highly flammable things on fire (like flaming arrows over the castle wall meant to set thatch aflame).
  • Choose 1 or +0: Hitting someone with a flaming weapon might not leave the heat in place long enough to cause damage, but a weapon could be held up to a target, foregoing its normal effect in favor of acting like a torch in combat. You'd only really use this tactic if you were facing an enemy that could be damaged by fire but not by the weapon.
  • Convert one damage to fire: The weapon is no better than before at hurting someone, but now at least part of its effect is the result of the flame, so out of a character's damage roll, the weapon deals one fire and the rest according to the weapon type.

...there are probably other ways to rule this; as with most DM rulings, the key is something that fits the theme of the game, that everyone can accept and that's fairly consistently applied throughout.

Probably a DM call, but there are some precedents

This is going to be a DM call either way, but the DM probably wants to use the torch and the improvised weapon rules to inform that ruling, so it can go one of several ways:

  • +1 fire damage: The burning weapon is similar to a torch, so it should act as a torch on a hit as well as performing its own "job."
  • 0 additional damage: Despite being on fire, the amount of flame that a burning weapon produces is likely far less than a torch, a weapon not designed to be lit aflame isn't as good at holding a fuel supply as a torch...as well as probably a number of other reasons mean that the heat from the flame isn't enough to do a significant amount of damage; it's more akin to jumping through a campfire than falling into a campfire. A flaming weapon like this should still be able to set highly flammable things on fire (like flaming arrows over the castle wall meant to set thatch aflame).
  • Choose 1 or +0: Hitting someone with a flaming weapon might not leave the heat in place long enough to cause damage, but a weapon could be held up to a target, foregoing its normal effect in favor of acting like a torch in combat. You'd only really use this tactic if you were facing an enemy that could be damaged by fire but not by the weapon.
  • Convert one damage to fire: The weapon is no better than before at hurting someone, but now at least part of its effect is the result of the flame, so out of a character's damage roll, the weapon deals one fire and the rest according to the weapon type.

...there are probably other ways to rule this; as with most DM rulings, the key is something that fits the theme of the game, that everyone can accept and that's fairly consistently applied throughout.

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Polisurgist
  • 7.9k
  • 37
  • 50

RAW doesn't say, but...

This is going to be a DM call either way, but the DM probably wants to use the torch and the improvised weapon rules to inform that ruling, so it can go one of several ways:

  • +1 fire damage: The burning weapon is similar to a torch, so it should act as a torch on a hit as well as performing its own "job."
  • 0 additional damage: Despite being on fire, the amount of flame that a burning weapon produces is likely far less than a torch, a weapon not designed to be lit aflame isn't as good at holding a fuel supply as a torch...as well as probably a number of other reasons mean that the heat from the flame isn't enough to do a significant amount of damage; it's more akin to jumping through a campfire than falling into a campfire. A flaming weapon like this should still be able to set highly flammable things on fire (like flaming arrows over the castle wall meant to set thatch aflame).
  • Choose 1 or +0: Hitting someone with a flaming weapon might not leave the heat in place long enough to cause damage, but a weapon could be held up to a target, foregoing its normal effect in favor of acting like a torch in combat. You'd only really use this tactic if you were facing an enemy that could be damaged by fire but not by the weapon.
  • Convert one damage to fire: The weapon is no better than before at hurting someone, but now at least part of its effect is the result of the flame, so out of a character's damage roll, the weapon deals one fire and the rest according to the weapon type.

...there are probably other ways to rule this; as with most DM rulings, the key is something that fits the theme of the game, that everyone can accept and that's fairly consistently applied throughout.