Talk:Gloves of Throwing (5e Equipment)
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The point of the second feature is to bring up the damage to make throwing weapons viable as a main method of attack. Say you're a fighter, with three attacks. Throwing normally you can only deal 3d4 with daggers, anything else would do more damage. But being able to throw two daggers per attack brings it to 6d4,and a lot closer to damage with normal weapons.—The preceding unsigned comment was added by CThompson (talk • contribs) . Please sign your posts.
- You would normally use the handaxe which deals 1d6 damage instead of daggers when throwing weapon and using your Strength modifier. This is also not balanced with numerous magical throwing items that give bonus to damage rolls when throwing a weapon. For example, you would deal 12d8 damage with dwarven thrower and this magical item, which is not even close to being balanced. Changing the effect to just give +1d6 additional damage to throwing weapons addresses your concern about dealing low amounts of damage without breaking the item.--Blobby383b (talk) 21:05, 10 December 2017 (MST)
- Except the item doesn't return until after the attack, if you wanted to exploit magic items for more damage you'd need two copies of everything. It doesn't give you more opportunities to throw, it doesn't actually give you more attacks, it just increases what you can throw at once. If you only have the one thing to throw, the only benefit is the possible extra range, and the returning. --CThompson (talk) 01:30, 11 December 2017 (MST)
- You can throw two weapon anyway if you have two thrown weapons out and take the attack action, as you need not use the same weapon when making an Attack with the Extra Attack feature. Also, the rules say you can only interact with 1 object for free on your turn (PHB 190). Any other object interactions require a full action. So you can not throw more than 3 weapons(2 in hand and 1 you pull out) according to the PHB.--Blobby383b (talk) 01:54, 11 December 2017 (MST)
- The item can remain the same, but it doesn't change the maximum number of attacks you get with throw weapons which is up to 3 even if you are a fighter. So both our arguments above are void since you can only throw three daggers and the item only returns at the end of your turn making the item extremely weak.--Blobby383b (talk) 02:03, 11 December 2017 (MST)
- The idea behind that second feature, and arguably the entire magic item is to change what the attack is, the actual number of attacks remains the same. It changes a thrown weapon attack from throwing one weapon to throwing two. You get three attacks, but on each of those three attacks, instead of throwing one thing, you throw two things. Normally, with three attacks you can only throw at most three things, attuned to the gloves you throw two things with the first throw, another two with the second and so on. It's not the ability to throw something else on your next attack, its to throw a bonus item as part of the same attack. If the weapons return to your hand after the attack, you don't need to pull out new weapons. --CThompson (talk) 02:41, 11 December 2017 (MST)
- I get the part of throwing 2 weapons instead of 1 as part of an attack, but you can still only interact with 3 weapons on your turn and as such the 4th, 5th, and 6th weapon throws on your turn do not exist. As the item currently stands, you can throw 3 light weapons with this item without the Extra Attack feature(2 as attack action one as bonus action) and gaining the Extra Attack features does nothing for you in terms of throwing weapons. Changing the item to deal more damage on thrown weapons seems like a better way to balance the item as it actually offers nothing to classes with the Extra Attack feature.--Blobby383b (talk) 03:07, 11 December 2017 (MST)