Great Sling

Tetsubo

First Post
Great Sling (Exotic Ranged Weapon)

Sling, Great: 10 gp, 1d8 (S), 1d10 (M), ×2, 60 ft., 2 lb., Bludgeoning

Bullets, sling (10), 1 gp, 10 lb.

The Great Sling was invented during the Skeleton Plague by Byron the Just. The veterans of that conflict eventually adopted it as a general use missile weapon. It differs from the more common shepherd’s sling by having a specially constructed “cup” and using one pound lead bullets.
If properly weighted stones are used in place of the larger lead bullets the damage is dropped by one die: 1d6 (S) and 1d8 (M).

I am basing this on the Bone Bow from –Frostburn-. The Great Sling does the same damage, has a lower critical multiplier and a range half as great. So I think it is balanced.

I have always house ruled that the Rapid Reload feat applies to slings as well as crossbows. Is this unbalancing?


Disease: Skeleton Plague

Contact, Infection DC 18, Incubation 1 day, Damage Special.

This magical necromantic disease effects any mammal it encounters (animal, humanoid, giant, magical beast or monstrous humanoid). The disease has no immediate effect so long as the victim remains alive. Once the victim dies however the disease goes into full effect. The victim’s flesh rapidly rots from their body (within 24 hours). On the next night the victim rises as a skeleton of the appropriate size and HD.
The most insidious aspect of the disease however is that it is highly contagious and any infected victim become a carrier. Entire families, villages or cities can be fully infected and never know. Until the first person dies…
Remove Disease has no effect on this illness but the Heal spell does.
Scholars have speculated that this disease was created by Dragons as a counter measure to humanoid competition. There is some weight to this theory as any mammal with a Draconic heritage (Dragonblooded subtype) is immune to the disease.
 

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Being an exotic weapon with a range of 60' and dealing 1d10 damage with a crit of 20x2, it loks fine.

I don't know about flavor wise though. In my mind, a sling doesn't do that much damage. But the, thats personal preference.
 


Sravoff said:
Being an exotic weapon with a range of 60' and dealing 1d10 damage with a crit of 20x2, it loks fine.

I don't know about flavor wise though. In my mind, a sling doesn't do that much damage. But the, thats personal preference.

Historical slings could launch missiles weighing in the 16 - 32 ounce range.
 


Tetsubo said:
Great Sling (Exotic Ranged Weapon)

Sling, Great: 10 gp, 1d8 (S), 1d10 (M), ×2, 60 ft., 2 lb., Bludgeoning

Bullets, sling (10), 1 gp, 10 lb.

If properly weighted stones are used in place of the larger lead bullets the damage is dropped by one die: 1d6 (S) and 1d8 (M).

It's a two-handed weapon, yes? If so, cool. Nicely done. I bet someone even invents a sport based around these... :)

Cheers, -- N
 

Tetsubo said:
Hence why I made it an Exotic weapon, limited its range increment and critical multiplier.
In my campaign, I have two new slings. One is a "battle sling," the other is a "mighty sling." The battle sling is a martial weapon, does 1d6 damage/x2 on a crit, and has a range increment of 50. The mighty sling is a two-handed exotic weapon, does 1d8 damage/x2 on a crit, has a range of 60, and requires a Str of 13.

A rock that does 1d10 points of damage seems powerful to me...40-pound boulders thrown by giants have a base of 2d6 damage. That d10 rock would have to be about the size of a bowling ball...or at least as large as the head of a heavy flail (which also does d10 damage, and weighs 10 pounds).

My two cents.
 
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trav_laney said:
In my campaign, I have two new slings. One is a "battle sling," the other is a "mighty sling." The battle sling is a martial weapon, does 1d6 damage/x2 on a crit, and has a range increment of 50. The mighty sling is a two-handed exotic weapon, does 1d8 damage/x2 on a crit, has a range of 60, and requires a Str of 13.

A rock that does 1d10 points of damage seems powerful to me...40-pound boulders thrown by giants have a base of 2d6 damage. That d10 rock would have to be about the size of a bowling ball...or at least as large as the head of a heavy flail (which also does d10 damage, and weighs 10 pounds).

My two cents.

D&D weapon weights are insane. They make absolutely NO sense. Do not base anything off of them...

Using a one pound (16 ounces) lead bullet in a rapidly spinning sling is going to generate a huge amount of energy. Far more than just chucking a rock.

Look at a javelin and an atlatl and its dart. The later generates 200% more impact force. Force multiplying devices are a major advantage...
 

Projectile weapons in D&D are completely, utterly borked. Until you successfully wrestle with that idea and come up smiling, making house rules for projectile weapons is bound to fail, induce vomiting in those making the attempt, or both.

The level of rules sophistication needed to make projectile weapons somewhat realistic would slow table-top RPGs to a near stand-still, and would only be barely more fun (assuming that the drastically slowed pace doesn't make it drastically less fun for you).

As such, I leave the "realistic" ballistics to computer games, where my $1000 equipment handles the rules for me. Otherwise, I can give up the realism for the fellowship with friends that table-tops offer.
 

Tetsubo said:
D&D weapon weights are insane. They make absolutely NO sense. Do not base anything off of them...

Using a one pound (16 ounces) lead bullet in a rapidly spinning sling is going to generate a huge amount of energy. Far more than just chucking a rock.

Look at a javelin and an atlatl and its dart. The later generates 200% more impact force. Force multiplying devices are a major advantage...
Oops...I didn't mean to start a fight. You should always use whatever damage you think works for your game. I agree--mechanical physics and game mechanics should never mix. I was just offering my opinion, is all.
 

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