How to model explosives?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 much damage is caused by a thrown coin?How can I categorize objects by size?Where can I find rules for explosives or fireworks?How are “non-damage” attack rolls determined?How to implement the portable ram as a weapon?How much damage do books do as weapons?How can we model “acting first” in a hostile parley?How can I model a character polymorphed into a (stupid, speechless) Tyrannosaurus Rex?How to rule attacking and damage with a bear trap mounted on a pole?How much damage for throwing rocks?

Alternative to sending password over mail?

AES: Why is it a good practice to use only the first 16bytes of a hash for encryption?

Why does Kotter return in Welcome Back Kotter

Neighboring nodes in the network

What is going on with Captain Marvel's blood colour?

Were any external disk drives stacked vertically?

In Romance of the Three Kingdoms why do people still use bamboo sticks when papers are already invented?

Can one be a co-translator of a book, if he does not know the language that the book is translated into?

What's the point of deactivating Num Lock on login screens?

What's the difference between 'rename' and 'mv'?

What mechanic is there to disable a threat instead of killing it?

If human space travel is limited by the G force vulnerability, is there a way to counter G forces?

How can I tell someone that I want to be his or her friend?

What killed these X2 caps?

How much of data wrangling is a data scientist's job?

Can a rocket refuel on Mars from water?

How to draw the figure with four pentagons?

Can I ask the recruiters in my resume to put the reason why I am rejected?

Could gravitational lensing be used to protect a spaceship from a laser?

What does it mean to describe someone as a butt steak?

90's TV series where a boy goes to another dimension through portal near power lines

Infinite Abelian subgroup of infinite non Abelian group example

Why is the 'in' operator throwing an error with a string literal instead of logging false?

RG-213 Cable with electric strained wire as metallic shield of Coaxial cable



How to model explosives?


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 much damage is caused by a thrown coin?How can I categorize objects by size?Where can I find rules for explosives or fireworks?How are “non-damage” attack rolls determined?How to implement the portable ram as a weapon?How much damage do books do as weapons?How can we model “acting first” in a hostile parley?How can I model a character polymorphed into a (stupid, speechless) Tyrannosaurus Rex?How 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;








14












$begingroup$


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:



  • 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











$endgroup$











  • $begingroup$
    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
    5 hours ago










  • $begingroup$
    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
    5 hours ago

















14












$begingroup$


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:



  • 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











$endgroup$











  • $begingroup$
    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
    5 hours ago










  • $begingroup$
    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
    5 hours ago













14












14








14





$begingroup$


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:



  • 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:



  • 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 5 hours ago









V2Blast

26.1k590159




26.1k590159










asked 9 hours ago









WeasemunkWeasemunk

562214




562214











  • $begingroup$
    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
    5 hours ago










  • $begingroup$
    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
    5 hours ago
















  • $begingroup$
    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
    5 hours ago










  • $begingroup$
    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
    5 hours ago















$begingroup$
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
5 hours ago




$begingroup$
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
5 hours ago












$begingroup$
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
5 hours ago




$begingroup$
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
5 hours ago










2 Answers
2






active

oldest

votes


















23












$begingroup$

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











$endgroup$








  • 7




    $begingroup$
    @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.
    9 hours ago


















2












$begingroup$

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








New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$








  • 1




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    9 hours ago











Your Answer





StackExchange.ifUsing("editor", function ()
return StackExchange.using("mathjaxEditing", function ()
StackExchange.MarkdownEditor.creationCallbacks.add(function (editor, postfix)
StackExchange.mathjaxEditing.prepareWmdForMathJax(editor, postfix, [["\$", "\$"]]);
);
);
, "mathjax-editing");

StackExchange.ready(function()
var channelOptions =
tags: "".split(" "),
id: "122"
;
initTagRenderer("".split(" "), "".split(" "), channelOptions);

StackExchange.using("externalEditor", function()
// Have to fire editor after snippets, if snippets enabled
if (StackExchange.settings.snippets.snippetsEnabled)
StackExchange.using("snippets", function()
createEditor();
);

else
createEditor();

);

function createEditor()
StackExchange.prepareEditor(
heartbeatType: 'answer',
autoActivateHeartbeat: false,
convertImagesToLinks: false,
noModals: true,
showLowRepImageUploadWarning: true,
reputationToPostImages: null,
bindNavPrevention: true,
postfix: "",
imageUploader:
brandingHtml: "Powered by u003ca class="icon-imgur-white" href="https://imgur.com/"u003eu003c/au003e",
contentPolicyHtml: "User contributions licensed under u003ca href="https://creativecommons.org/licenses/by-sa/3.0/"u003ecc by-sa 3.0 with attribution requiredu003c/au003e u003ca href="https://stackoverflow.com/legal/content-policy"u003e(content policy)u003c/au003e",
allowUrls: true
,
noCode: true, onDemand: true,
discardSelector: ".discard-answer"
,immediatelyShowMarkdownHelp:true
);



);













draft saved

draft discarded


















StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f144545%2fhow-to-model-explosives%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown

























2 Answers
2






active

oldest

votes








2 Answers
2






active

oldest

votes









active

oldest

votes






active

oldest

votes









23












$begingroup$

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











$endgroup$








  • 7




    $begingroup$
    @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.
    9 hours ago















23












$begingroup$

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











$endgroup$








  • 7




    $begingroup$
    @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.
    9 hours ago













23












23








23





$begingroup$

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 9 hours ago

























answered 9 hours ago









L.P.L.P.

40618




40618







  • 7




    $begingroup$
    @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.
    9 hours ago












  • 7




    $begingroup$
    @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.
    9 hours ago







7




7




$begingroup$
@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.
9 hours ago




$begingroup$
@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.
9 hours ago













2












$begingroup$

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








New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$








  • 1




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    9 hours ago















2












$begingroup$

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








New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$








  • 1




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    9 hours ago













2












2








2





$begingroup$

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








New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






$endgroup$



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








New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









share|improve this answer



share|improve this answer






New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.









answered 9 hours ago









Cook DooCook Doo

708




708




New contributor




Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.





New contributor





Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.






Cook Doo is a new contributor to this site. Take care in asking for clarification, commenting, and answering.
Check out our Code of Conduct.







  • 1




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    9 hours ago












  • 1




    $begingroup$
    This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
    $endgroup$
    – Weasemunk
    9 hours ago







1




1




$begingroup$
This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
$endgroup$
– Weasemunk
9 hours ago




$begingroup$
This appears a little too OP for my use case. I'm also interested in modeling damage from the hazards independently
$endgroup$
– Weasemunk
9 hours ago

















draft saved

draft discarded
















































Thanks for contributing an answer to Role-playing Games Stack Exchange!


  • Please be sure to answer the question. Provide details and share your research!

But avoid


  • Asking for help, clarification, or responding to other answers.

  • Making statements based on opinion; back them up with references or personal experience.

Use MathJax to format equations. MathJax reference.


To learn more, see our tips on writing great answers.




draft saved


draft discarded














StackExchange.ready(
function ()
StackExchange.openid.initPostLogin('.new-post-login', 'https%3a%2f%2frpg.stackexchange.com%2fquestions%2f144545%2fhow-to-model-explosives%23new-answer', 'question_page');

);

Post as a guest















Required, but never shown





















































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown

































Required, but never shown














Required, but never shown












Required, but never shown







Required, but never shown







Popular posts from this blog

Can not update quote_id field of “quote_item” table magento 2Magento 2.1 - We can't remove the item. (Shopping Cart doesnt allow us to remove items before becomes empty)Add value for custom quote item attribute using REST apiREST API endpoint v1/carts/cartId/items always returns error messageCorrect way to save entries to databaseHow to remove all associated quote objects of a customer completelyMagento 2 - Save value from custom input field to quote_itemGet quote_item data using quote id and product id filter in Magento 2How to set additional data to quote_item table from controller in Magento 2?What is the purpose of additional_data column in quote_item table in magento2Set Custom Price to Quote item magento2 from controller

How to solve knockout JS error in Magento 2 Planned maintenance scheduled April 23, 2019 at 23:30 UTC (7:30pm US/Eastern) Announcing the arrival of Valued Associate #679: Cesar Manara Unicorn Meta Zoo #1: Why another podcast?(Magento2) knockout.js:3012 Uncaught ReferenceError: Unable to process bindingUnable to process binding Knockout.js magento 2Cannot read property `scopeLabel` of undefined on Product Detail PageCan't get Customer Data on frontend in Magento 2Magento2 Order Summary - unable to process bindingKO templates are not loading in Magento 2.1 applicationgetting knockout js error magento 2Product grid not load -— Unable to process binding Knockout.js magento 2Product form not loaded in magento2Uncaught ReferenceError: Unable to process binding “if: function()return (isShowLegend()) ” magento 2

Nissan Patrol Зміст Перше покоління — 4W60 (1951-1960) | Друге покоління — 60 series (1960-1980) | Третє покоління (1980–2002) | Четверте покоління — Y60 (1987–1998) | П'яте покоління — Y61 (1997–2013) | Шосте покоління — Y62 (2010- ) | Посилання | Зноски | Навігаційне менюОфіційний український сайтТест-драйв Nissan Patrol 2010 7-го поколінняNissan PatrolКак мы тестировали Nissan Patrol 2016рвиправивши або дописавши її