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Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
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Magic Weapons for "Throwers"
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<blockquote data-quote="vulcan_idic" data-source="post: 1708859" data-attributes="member: 19615"><p>I can understand their use as ammo in many instances, but not in the case of the breakage rules, which is why in games that I DM I alter this somewhat. The break chance for arrows, bolts, and quarrels make sense when one considers 1) Their wooden shafts which are somewhat prone to snapping and 2) the fletching, whose purpose is to insure the spinning of the projectile through the air thus insuring it's accuracy and 3) the nature of their assembly - a head, attached to a shaft, attached to fletching. Relatively minor damage to any one or more of these delicate things can potentially render this projectile useless for firing.</p><p></p><p>In the case of magically enhanced projectiles of the above variety I usually shift the chances in favor of surviving - they are constructed better, but the truly critical factor is the magic which, in my opinion, enhances the structural integrity of the projectile commensurately with it's enhancement - thus to the base of %50 I usually add %5 per +1 equivalency of enhancement to it's survival chance.</p><p></p><p>When considering a shuriken however few if any of these factors apply. They are generally one piece, and of metal - thus the factors contributing to the breakage of some of the other varieties of ammunition are not represented here. The most that could be "broken" on a shuriken is a dulling or burring of the slicing/piercing surface (depending on whether a bo shuriken or hira shuriken is being used) - though this could be easily remedied with a little time with a whetstone. Thus, for shuriken I replace the breakage chance (including my modification for magic) with the same percentage chance to be dulled and thus require sharpening before further use.</p><p></p><p>To make up for this difference in the ruling in my own games, I also raise the price of shuriken on the theory that the secrets of their creation are a closely guarded secret not commonly known, thus they are hard to find and the base price is generally 10-30 gold *a piece* - not for 50 as quoted before. These are items, therefore that the user is not wont to toss around idly, and will certainly insure that he or she can reclaim them for later use if at all possible. This tends to make the Returning quality a popular add on for them in my games as it both insures it's return after a throw and, due to my magic modifier, improves the chances of it's not needing sharpening constantly.</p></blockquote><p></p>
[QUOTE="vulcan_idic, post: 1708859, member: 19615"] I can understand their use as ammo in many instances, but not in the case of the breakage rules, which is why in games that I DM I alter this somewhat. The break chance for arrows, bolts, and quarrels make sense when one considers 1) Their wooden shafts which are somewhat prone to snapping and 2) the fletching, whose purpose is to insure the spinning of the projectile through the air thus insuring it's accuracy and 3) the nature of their assembly - a head, attached to a shaft, attached to fletching. Relatively minor damage to any one or more of these delicate things can potentially render this projectile useless for firing. In the case of magically enhanced projectiles of the above variety I usually shift the chances in favor of surviving - they are constructed better, but the truly critical factor is the magic which, in my opinion, enhances the structural integrity of the projectile commensurately with it's enhancement - thus to the base of %50 I usually add %5 per +1 equivalency of enhancement to it's survival chance. When considering a shuriken however few if any of these factors apply. They are generally one piece, and of metal - thus the factors contributing to the breakage of some of the other varieties of ammunition are not represented here. The most that could be "broken" on a shuriken is a dulling or burring of the slicing/piercing surface (depending on whether a bo shuriken or hira shuriken is being used) - though this could be easily remedied with a little time with a whetstone. Thus, for shuriken I replace the breakage chance (including my modification for magic) with the same percentage chance to be dulled and thus require sharpening before further use. To make up for this difference in the ruling in my own games, I also raise the price of shuriken on the theory that the secrets of their creation are a closely guarded secret not commonly known, thus they are hard to find and the base price is generally 10-30 gold *a piece* - not for 50 as quoted before. These are items, therefore that the user is not wont to toss around idly, and will certainly insure that he or she can reclaim them for later use if at all possible. This tends to make the Returning quality a popular add on for them in my games as it both insures it's return after a throw and, due to my magic modifier, improves the chances of it's not needing sharpening constantly. [/QUOTE]
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