Talk:Slingshot (3.5e Equipment)

Bonus Damage
You should pull the clause, and add in costs for slingshots with stronger draws (like the high strength composite bows) instead. For parity and all that. Also, I have no idea where you're getting the Dex add thing from. - Tarkisflux Talk 06:26, 11 March 2013 (UTC)


 * Clause pulled and Strength addition clause added. I am actually OK with the base damage now since when using it to throw acid flasks and the like you now have comparable base damage. In hindsight I don't know how I justified the Dex bonus; I'm sure it was probably a bad reason. Given the interactions with acid flasks, alchemist's fire, and Far Shot, I am OK with this now. - TG Cid (talk) 16:11, 11 March 2013 (UTC)


 * Why would an alchemical item which does 1d6 fire, for example, do less when used in a slingshot? Actually given the price and that you normally could throw them anyway with touch attacks, it doesn't seem imbalanced to deal the damage of the alchemical item (or the weapon damage + alchemical item), hitting normal AC. -- Eiji-kun (talk) 08:37, 6 October 2014 (UTC)


 * I don't really have any good defense for this, I think I just wanted it to be consistent damage-wise so that the sling wouldn't deal less damage if it was using an acid flask or something like that. I'll put in that it can use the slingshot's base damage or the alchemical item's base damage, whichever is higher. Even if that is problematic for some reason I have not seen, I can always revert it later. - TG Cid (talk) 18:56, 7 October 2014 (UTC)