D&D 4E 4e assasination devices! Garrote and the blackjack

Daniel D. Fox

Explorer
So I have been struggling with how to handle garrotes and blackjacks in my game, as we used them extensively in 2nd and 3-3.5 via houserules...and I think I have found a way to make them work without making them overpowered.

For your perusal -

Garotte (weight 1lbs) no proficiency required - requires two hands, improvised melee weapon
+5 enhancement bonus to grab with combat advantage, +2 enhancement bonus otherwise

Blackjack (weight 2lbs) no proficiency required - requires one hand, improvised melee weapon
If you use a blackjack with combat advantage and with a power that can inflict the following conditions, the target takes a -5 penalty to his saving throw to recover: Blind, Dazed, Deafened, Helpless, Immobilized, Restrained, Slowed, Stunned, Unconcious or Weakened.
 
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These are clever designs, but I think they're too much. I know "improvised weapons" are pretty low on damage and proficiency, but it seems like, given the amount of conditions that the blackjack, for instance, can assist with, that no weapon-wielding character would be without one, just in case you really want to put a nasty condition on a bad guy.

At the very least, both of these should have a "and you have combat advantage against the target" requirement to gain their benefit. If I had a sword and someone tried to club me with a blackjack in a straight fight, I'd take that clown's entire hand off, just for starters.

It won't be much of a speed bump to characters who get combat advantage easily (for example, every Rogue would still carry these), but that actually seems not too inappropriate.
 


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