The Player's Handbook (p. 148) says that Alchemist's Fire "ignites when exposed to air":
Alchemist's Fire. This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact.
A player noticed this and refuses to carry such a self-igniting substance.
His logic is pretty solid:
- An adventurer's life is full of running, fighting, jumping and falling.
- The flask has to be fragile enough, otherwise it won't shatter on impact when you throw it.
- Given that, carrying the flask will eventually ignite it.
However, reading 5e adventures (HotDQ, for example), I came to the conclusion that Alchemist's Fire is considered quite safe to carry. Is this correct? How can I explain this in-game?
I believe a good DM should explain things, instead of just saying "it works this way because I said so".
Best Answer
Make them Bologna Bottles.
Bologna bottles are hard at the outside (you can pound a nail into wood with them) but extremely fragile when hit from the inside (dropping a small stone will make it break).
The fire grenade is a Bologna bottle, filled with a sticky, viscous liquid; a metal rod sticks out at the top, secured against pushing in with a metal pin.
It may work better if the tip of the rod is a hard edged substance that will scratch the glass (the video uses carborundum but in DnD your have other options).
You pull out the safety pin and push the rod in. Nothing happens because the rod barely touches the bottom (the liquid is viscous enough to prevent full contact). When the flask is thrown, the stick will hit the inside on impact and the flask will shatter.
Various details which can be added if the player asks: