Glue Shot Sling Bullets balanced?

Tanglefoot bag, AV 30.

Alchemical items attack bonuses are not dependent on the character, they have a flat attack bonus based on the item level. While tanglefoot bags do not specifically list it, you can give them the Ammunition modification (AV 24 under Alchemical Acid) to get the "gluepot" effect.

I would not allow the players to use a monster's special attack, even if it is physically available. They do not have the know-how to use it as the kobolds do, so they have to substitute.
 

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I won't allow them to be bought, but I told them if they kill Kobold Slingers that have them before they use 'em, they're free game. However, each Slinger only has 3 pots, and there's three possible kinds of pot, so the chances aren't good that they'll get many if any glue pots.



Chris
 

yeah the kobold saliva is a good dodge. I try and say yes if the item is used quickly, and no if Players want to mass produce it.

Running through Raiders of Oakhurst/kobold hall my players grabbed 4-5 shots, fire and glue I think. Then used 3 of them. Its been several weeks game time and if they remember that they still have them, they will be able to tell they are useless.
I did the same for some life sapping sand they collected. (2 damage per square walked through) The PCs brought shovel, and using big clay pot set up counter traps with it.
 

Don't players find that kind of stuff annoying? It seems of a kind with the old "drow gear dissolves in sunlight" of previous editions - something most players just found irritating.

I mean the "only Kobolds can make them" thing is a bit dodgy on it's own - and you better hope nobody plays a Kobold! But having stuff just go bad if they try to take it with them? Were the inhabitants refueling all their traps every couple days in case somebody showed up? If you killed the kobold alchemist and then retreated for a couple days, would they have no ammo when you came back? Or is this just a fancier way of saying "monsters can have cool stuff and you can't"?

Besides, you're messing with the prime directive - "Kill things, and take their stuff." ;)
 

If you killed the kobold alchemist and then retreated for a couple days, would they have no ammo when you came back? Or is this just a fancier way of saying "monsters can have cool stuff and you can't"?

Besides, you're messing with the prime directive - "Kill things, and take their stuff." ;)

Well, to answer your first question, sure. If they assassinate the kobold alchemist as part of this plan, why on earth wouldn't you reward them for it?

And the prime directive is, "Kill things and take their stuff". Not "kill things and then decide that their stuff can be bought in any town for 1 gold piece". Meaning, sure you can take anything you find, but I think it would be a bit imbalanced if the party had the immobilised condition basically at-will, forever. Melee monsters would be screwed!
 

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