Brannor wrote: Where the hell does strength come into play when using a sling?
Umm have you ever used a actual sling... not a slingshot... but a sling...
It is definitely a strength operated weapon...
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Yes, please - I'd love to see the equationsSpell Singer wrote:If you want I can write out the force equations for you and demostrate this mathematically, I can also demonstrate that it takes energy to cause the sling to rotate and the only place you can get that energy is from your muscles.
Hard to meaningfully compare energies, as basically you'd compare piercing weapons, where kinetic energy is only a factor relating to item wieght and penetration resistance, with a bludgeoning weapon which directly uses transfer of kinetic energy compared to mass-inertia of the target as a damaging factor.Dirk Cutlass wrote:Yes, please - I'd love to see the equationsAlso, how much energy is given to the sling bullet as it leaves the sling (I guess this is its kinetic energy if only I could remember the equations).. and how does that compare with the energy of say an arrow, or modern day gun bullet? Just out of interest?
Titanium Dragon wrote:I remember it being an optional rule somewhere also that you can't get a strength bonus larger than the max damage that the weapon itself can do. I rather like that rule (though obviously it wasn't implemented in NWN) because it is rather rediculous to do mad amounts of damage with shuriken and some other weapons simply because of greater strength.
However, that is neither here nor there.
Yep, craftable seems the best option. Unfortunately, I think having mighty will increase the cost a lot too, which would make these things quite a good profit maker for tailors, so they should be appropriately difficult to make. But I guess the crafting designers know all about those things.Nob wrote:I think just adding mighty to the craftable slings(Masterwork, and above, maybe give us something to play with various levels of slings which require different materials?) would go a long way towards alleviating the sling problem AND give crafters something that people would find desirable.(This is a proble particularly in tailoring where the other low-level stuff can't be sold to Bioware merchants at all due to their low price.)
Most of the trailoring items one can make sell for around 1gp each. Do you know how much dyes cost? Unless making for a PC willing to pay, no tailor could keep a shop going. Most of what can be made at the lower and mid levels just don't interest people or it's too much hassle to try to find a tailor and set up a meeting - for a dress or a robe that looks cool, but does nothing but, look cool.Dirk Cutlass wrote: Yep, craftable seems the best option. Unfortunately, I think having mighty will increase the cost a lot too, which would make these things quite a good profit maker for tailors, so they should be appropriately difficult to make. But I guess the crafting designers know all about those things.