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<blockquote data-quote="Cap'n Kobold" data-source="post: 6807015" data-attributes="member: 6802951"><p>I think the big question is what are you trying to do with your weapon rules? Several of them change the game in a quite major fashion, and may not make much sense from a realism standpoint, so knowing why you have done what you have done is important to give you suggestions that fit with your particular vision and objectives.</p><p></p><p>How are you defining "Armoured" targets in relation to giving advantage with bludgeoning weapons? Does a hammer-user <strong><em>have</em></strong> to push his target when she hits it, even if that would mean all the rest of her attacks miss? How do the changes to critical range work with other properties that change critical range?</p><p></p><p>We can suggest some things for the weapons you're asking about, but until we know what you're aiming for, they might not fit with whatever source you used to come up with the existing changes.</p><p></p><p>Sling: advantage has always been in the cheapness and availability of the ammunition rather than effectiveness, which is why they were used widely by ancient civilians and military. Ease to conceal/common usage make you able to carry one around where other weapons would be frowned upon.</p><p>Maybe an option for lead/metal ammunition with a straight damage increase? Allowing Strength or Dex, whichever is higher for attacks and damage? (I do this with bows as well.)</p><p></p><p>Blowgun: - making it easier to use one and not reveal your position whilst hiding would be the obvious suggestion.</p><p></p><p>Whip: - again, not really effective as an actual weapon. Ability to use some maneuvers (pulling/disarming etc) at range/bonuses to intimidate maybe?</p><p></p><p>Dart: - Ability to hold, draw and perhaps throw multiples? Allowing drawing them to be part of an attack like ammunition, and making an extra attack as a bonus action as if dual-wielding?</p><p></p><p>Sickle: - Never really intended or used as a dedicated weapon. Bonus when trying to pull/hook your target maybe?</p></blockquote><p></p>
[QUOTE="Cap'n Kobold, post: 6807015, member: 6802951"] I think the big question is what are you trying to do with your weapon rules? Several of them change the game in a quite major fashion, and may not make much sense from a realism standpoint, so knowing why you have done what you have done is important to give you suggestions that fit with your particular vision and objectives. How are you defining "Armoured" targets in relation to giving advantage with bludgeoning weapons? Does a hammer-user [B][I]have[/I][/B] to push his target when she hits it, even if that would mean all the rest of her attacks miss? How do the changes to critical range work with other properties that change critical range? We can suggest some things for the weapons you're asking about, but until we know what you're aiming for, they might not fit with whatever source you used to come up with the existing changes. Sling: advantage has always been in the cheapness and availability of the ammunition rather than effectiveness, which is why they were used widely by ancient civilians and military. Ease to conceal/common usage make you able to carry one around where other weapons would be frowned upon. Maybe an option for lead/metal ammunition with a straight damage increase? Allowing Strength or Dex, whichever is higher for attacks and damage? (I do this with bows as well.) Blowgun: - making it easier to use one and not reveal your position whilst hiding would be the obvious suggestion. Whip: - again, not really effective as an actual weapon. Ability to use some maneuvers (pulling/disarming etc) at range/bonuses to intimidate maybe? Dart: - Ability to hold, draw and perhaps throw multiples? Allowing drawing them to be part of an attack like ammunition, and making an extra attack as a bonus action as if dual-wielding? Sickle: - Never really intended or used as a dedicated weapon. Bonus when trying to pull/hook your target maybe? [/QUOTE]
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