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*Dungeons & Dragons
Barbed metal arrows
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<blockquote data-quote="Oofta" data-source="post: 7478899" data-attributes="member: 6801845"><p>There's a line between creativity and coming up with house rules. I do have some house rules as suggested by players (off the top of my head we allow summoned steeds and familiars to gain beast levels), so that wasn't the issue I have. I was just suggesting that there are more ways to help defeat the enemy than damage ... and at least in the case of our group we found that damage wasn't usually the best use for spell slots.</p><p></p><p>It also depends on how receptive your DM is to this. I have no clue what your DM is like. If a player in my campaign were to suggest something like this we'd discuss it.</p><p></p><p>But you're right, I didn't think about the actual mechanics much. So looking back, I'd simplify. </p><p></p><p>The arrow costs twice the amount of a normal arrow, does one damage die smaller base damage, half range, and if you hit by 5 or more the arrow sticks.</p><p></p><p>if an arrow sticks, anyone can use a melee attack (against target's AC) to rip the arrow out with a free hand causing arrow damage + strength or dexterity mod if desired to reflect twisting the arrow to cause damage. If you are careful to not twist the arrow on the way out, it takes a standard action but damage is only the base arrow damage. Magical healing will also "push" the arrow out.</p><p></p><p>In addition, heat metal can be cast on the arrowhead doing damage as normal but not disadvantage for the target. The target creature gets a constitution save at the end of their turn to end the damage as the wound is cauterized.</p><p></p><p>Still not sure, but my point about the play test is that if I try something like this I want to be open that it may be tweaked in future games.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7478899, member: 6801845"] There's a line between creativity and coming up with house rules. I do have some house rules as suggested by players (off the top of my head we allow summoned steeds and familiars to gain beast levels), so that wasn't the issue I have. I was just suggesting that there are more ways to help defeat the enemy than damage ... and at least in the case of our group we found that damage wasn't usually the best use for spell slots. It also depends on how receptive your DM is to this. I have no clue what your DM is like. If a player in my campaign were to suggest something like this we'd discuss it. But you're right, I didn't think about the actual mechanics much. So looking back, I'd simplify. The arrow costs twice the amount of a normal arrow, does one damage die smaller base damage, half range, and if you hit by 5 or more the arrow sticks. if an arrow sticks, anyone can use a melee attack (against target's AC) to rip the arrow out with a free hand causing arrow damage + strength or dexterity mod if desired to reflect twisting the arrow to cause damage. If you are careful to not twist the arrow on the way out, it takes a standard action but damage is only the base arrow damage. Magical healing will also "push" the arrow out. In addition, heat metal can be cast on the arrowhead doing damage as normal but not disadvantage for the target. The target creature gets a constitution save at the end of their turn to end the damage as the wound is cauterized. Still not sure, but my point about the play test is that if I try something like this I want to be open that it may be tweaked in future games. [/QUOTE]
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