Melvin the Mediocre |
These seem like a great idea. Shoot some evasive little ne'r do well with a hooked arrow attached to a rope, then reel them back to the fight. They are really affordable, at 20 for 2 gp. But is their use actually possible in game?
There are no rules I am aware of for how long it takes to attach a rope to one. I think it is safe to say no DM would allow it to happen in less than a move action. That is not to big of a problem for a single arrow, you can attach it ahead of time. But how many barbed arrows can you have prepped? Certainly you can't have 20 coils of rope neatly attached to arrows and ready to let fly. But this is important because, if I am reading correctly, the grapple is only allowed after a critical hit. For arrows that is a natural 20 followed by a confirmation. So VERY rarely. If you only have 1 arrow ready to go, the odds of it grappling are almost non existent.
I actually used one to impale an imp that was giving our 2nd level party fits. I fired and missed, then the dm let me pull the arrow back as a move action (a questionable ruling, truthfully) and the next round I actually confirmed a crit. BUT... I had forgotten to roll a chance that the arrow broke.
So am I missing something huge? Or if my understanding of the use is correct, has anybody found a way to actually make these practical?
Charon's Little Helper |
It shouldn't BE practical. It's based upon the idea that every time you deal HP damage you are hitting the target solidly. That's silly and not how the very abstract HP system works. A level 5 fighter can't take an axe to the face a dozen times, instead his high HP represents near misses and being barely scratched etc.
The same is true for arrows. When you do HP damage with an arrow - unless it kills them (moot point for what you're attempting then) - then you barely nicked them; you definitely didn't hit them solidly enough to use it as leverage to pull them in.
Besides - even if you did, how hard is it to break off the arrow's shaft? The rope would make the arrow far less accurate. They could cut the rope. Etc.
Charon's Little Helper |
It requires a great dodge to sustain the damage of Horrid Wilting or Disintegrate
If you're referring to my reference as to what HP represents - if you have enough HP to survive those it represents your ability to resist them, and them instead draining your vitality/endurance etc.
Snowblind |
No actual flesh damage, just your characters natural ability to withstand a dip in lava or an orbital drop or several minutes sitting in a mundane fire.
Nothing mystical about it whatsoever.
Bandw2 |
No actual flesh damage, just your characters natural ability to withstand a dip in lava or an orbital drop or several minutes sitting in a mundane fire.
Nothing mystical about it whatsoever.
covered this before, lands on a floating rock island and for what ever reason doesn't fall unconscious.
dropped from orbit -> never drop someone from orbit. the fall damage rules are borked.
Entryhazard |
Snowblind wrote:No actual flesh damage, just your characters natural ability to withstand a dip in lava or an orbital drop or several minutes sitting in a mundane fire.
Nothing mystical about it whatsoever.
covered this before, lands on a floating rock island and for what ever reason doesn't fall unconscious.
dropped from orbit -> never drop someone from orbit. the fall damage rules are borked.
Then we should automatically kill the Fighter on a failed Ref save on the breath of a Red Dragon as that stuff melts stone into lava.
The falling damage rules are fine - it caps at 20d6 because with atmosphere you have terminal velocity - and the damage is comparable to other mostly mortal dangers. We should just accept that high level characters are extraordinarily durable.
Atarlost |
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A trailing cord is going to do horrible things to the ballistics of an arrow. You will miss. Your range increments will be almost as bad as for a thrown weapon. If you by some miracle don't miss the added weight and drag will prevent the arrow from sticking in.
If barbed arrows and cords worked then real world hunters would have used them. The less a deer can run away from you the less lactic acid buildup and the better it tastes. And the less energy the hunter expends chasing it.
DM Livgin |
A trailing cord is going to do horrible things to the ballistics of an arrow. You will miss. Your range increments will be almost as bad as for a thrown weapon. If you by some miracle don't miss the added weight and drag will prevent the arrow from sticking in.
If barbed arrows and cords worked then real world hunters would have used them. The less a deer can run away from you the less lactic acid buildup and the better it tastes. And the less energy the hunter expends chasing it.
Bandw2 |
Bandw2 wrote:Snowblind wrote:No actual flesh damage, just your characters natural ability to withstand a dip in lava or an orbital drop or several minutes sitting in a mundane fire.
Nothing mystical about it whatsoever.
covered this before, lands on a floating rock island and for what ever reason doesn't fall unconscious.
dropped from orbit -> never drop someone from orbit. the fall damage rules are borked.
Then we should automatically kill the Fighter on a failed Ref save on the breath of a Red Dragon as that stuff melts stone into lava.
The falling damage rules are fine - it caps at 20d6 because with atmosphere you have terminal velocity - and the damage is comparable to other mostly mortal dangers. We should just accept that high level characters are extraordinarily durable.
he still dodges, just no thanks to his skill