Please critique these arrows

Dave G

First Post
In order to spice up my archer, I was designing some new arrow variants, and wanted to see what people thought of them...

Arrow       Damage   Critical Range   Inc.   Type
Shortbow    1d6              x3           60       P
Screamer*  1d4+1           x2           60       P
Flight         1d4              x2           90       P
Slasher       1d6+1          x2           30       S
Basher**    1d6+1          x2           30       B

* +1 to hit during suprise round
** -1 on attack rolls

Shortbow - standard shortbow arrow from SRD

Screamer - the shaft of the arrow is fashioned with a whistle that catches opponents off guard. Note: doesn't work more than once or if targer knows the tactic

Flight - Slimmer and lighter, it goes farther, but with less power

Slasher - Sometimes you'd rather slash than pierce, but it only works at short range because the aerodynamics are compromised

Basher - Darn those pesky undead, the blunt tip makes it hit hard but fall shorter than other arrows.

Whaddya think? :)
 

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I like these ideas, especially the blunt arrow, since it would make sense.

I remember seeing something like this back in 2e, but all I can remember is that there was a screaming arrow, and another arrow which could be filled with oil, so it would light-up wherever it hit.

Along with the various "well if we can add oil, let's make an arrow with acid, let's make an arrow with xxx" and so on.



What about a magic arrow that would just magnetize a weapon whenever your tried to sunder it with your bow. That way, even if you didn't break it, it'd still have some fun results ;D
 



I like the longer range less damage stuff.

I wouldn't let the slasher fly, just because of logistics. However, I would allow that an arrow can cut a rope (Robin Hood) without having a special 'slashing' arrow.

As far as the 'oil arrow' or other concoction would be very rare and would take a dozen gnomes months or years to figure out how to properly balance an arrow for flight, and break on contact, and be able to be lit when needed, and not break in a backpack, and make more than twenty of them.... eh, just research flamestrike arrows instead.
 

Screamer is a good idea but the mechanic feels a little off to me.
I suggest having the screamer arrow just scream, distracting opponents. You fire a screamer arrow along the rear of a line of enemies, they turn around, your rogue buddies backstab them all.

In order for an arrow to have a big enough head to do blunt 1d6+1 damage, I think instead of a -1 to attacks it should have a range of 20ft. And incidentally, that's going to be an expensive arrow to make, since parts of the shaft will have to be heavier to balance the large head.
 

How about this?


Arrow // Damage Dice // Range Inc. // Crit. Mod. // Type


"Soaring" // one step lower // +50% // x2 // Piercing

"Barbed" // same // -50% // x4 // Piercing

"Ball Tip" // one step higher // -50% // x2 // Bludgeoning
 
Last edited:

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