Talk:Weapons (Hyrule Supplement)

From D&D Wiki
Jump to navigation Jump to search

Bombs[edit]

Are the bombs worth 100 rupies or 10? In this page says 100 but if you click on the bomb it says 10 —The preceding unsigned comment was added by Gen (talkcontribs) . Please sign your posts.

100 rupees each. Thanks for pointing that out. - Guy 13:22, 24 September 2018 (MDT)

Magic rod durability[edit]

I'm not clear on how the magic rods interact with the fragile weapons rule. The page states that improvised weapons have 5 hp, simple weapons have 10, and martial weapons 20, with anything with the ammunition tag getting +5 and magic items of uncommon or greater getting extra hp that scales with rarity. Simple enough, right? Here's the problem: the magic rods have a rarity of common, and are treated as exotic weapons. The fragile weapons page doesn't mention exotic weapons at all in its calculations, and common is +0. With the net at least it's obvious that it's meant to be an improvised weapon, (I mean c'mon, it's a child's butterfly net.) but the magic rods are actual weapons so I don't know what to do. I would really appreciate some clarification here.

Change the Dire weapon property?[edit]

I get that Dire is a property from this variant rule, but I'm concerned with the balance of it. Its much easier to add to a weapon's damage compared to adding to the attack roll, so right now I see the property as a drawback (at least overall). The way that this seems to be balanced is by having the weapons have a higher damage die than normal (such as with Crushers for simple weapons and Moblin Spears for weapons with reach), but that doesn't seem right to me either, since you're effectively giving up an attack bonus for two different damage increases? So as of now, I have thought of two possible solutions:

1.Dire now adds proficiency bonus to both damage and attack rolls, and the damage dice of certain dire weapons are subsequently reduced.
Or alternatively:
2.Dire adds twice proficiency bonus to only damage rolls, and the damage dice of certain dire weapons are reduced, as previous.

I think that either of these solutions would be better than what is in place now, but personally I'm leaning towards the first option. No doubt some abilities would have to have their balance adjusted now matter which solution is implemented (off the top of my head, I think Sword-Savage will need to be changed), but regardless, I'd be happy to hear what others think regarding this change. --Woahluigi (talk) 21:34, 9 December 2024 (UTC)

"You're effectively giving up an attack bonus for two different damage increases?"
Yes. I fail to see what the problem is with this. The current approach also makes these weapons more damaging even if you're not proficient with them, which I regarded as important.
The presented suggestion seems to be about balance but if you asked me, both of the options presented appear less balanced and make less intuitive sense. - Guy 21:58, 9 December 2024 (UTC)
Ok after sitting down and running the numbers, its actually fine. For most dire weapons (especially crusher) in most circumstances (not including opportunist), the dire weapons that currently exist actually do ~1 more damage on average than their counterparts. I do want to apologize, as I was thrown off by the downsides of the property, while not considering how its been properly balanced. Somehow (to my shock) its actually optimal for many builds to use primarily use a Dire weapon. --Woahluigi (talk) 00:47, 10 December 2024 (UTC)