A sling can also be used as a garrotte, but is treated like a normal garrotte when used in this fashion, even if the sling is masterwork or magical. has a bullet or stone in it and is prepared to fire) masterwork sling can be used in melee as if it were a flail, but does damage equivalent to a sling, and the sling must be reloaded if a 1 is rolled. The sling has a range of 60, but range increment increases beyond this have their penalty doubled, then tripled, then quadrupled, respectively. Other types of ammunition may differ, for example, normal rocks do damage as if the sling in question was one size smaller. For shaped stone ammunition, the critical hit damage is 19-20 x2, for leaden bullets, the critical hit damage is x3. Both versions add the wielders strength modifier to damage rolls. Slings are simple weapons that do 1d3 damage for small versions and 1d4 for larger versions. Slings remain cheap and easy, but by making them just a little bit faster to use, they become viable. In the case of crossbows, by making them the "shotgun" of the ranged weapons. That was my aim: to create more alternative ranged weapons that are good in ways different from normal bows. But for ranged weapons, bows are the ONLY good ranged weapon. This way of writing rules worked well enough for the melee weapons, because there is a variety of decent martial weapons to choose from. I think that what "went wrong" is that because slings are a Simple weapon, they automatically receive worse stats than a martial weapon. Also, there is Rapid Reload for crossbows. That also lets you fire a shot in the first round of combat. With slings, this is impossible.Ī crossbow can (arguably) be carried with the first bolt already loaded. With Quickdraw, you can even fire in the surprise round. You can draw a bow and shoot your first arrow in the same round. From level 2-3, the price of a mighty composite bow isn't holding you back anymore, and the bow also does more damage per arrow than the sling. They have low base damage, low range increment (compared to other pure ranged weapons) and they're even slower than crossbows.Ĭompared to bows, bows take 1 move per round less to use because loading them is a free action. However, Pathfinder slings aren't, really. "Realistically", slings, for a time, were important in warfare, because they were effective. Obviously easier outside than realism only works to a certain point, I think. then stop to sling a couple more bullets. Sling a couple of bullets, then turn and run until you build up the distance again. Slingers tend to be unarmoured, and therefore faster on their feet than armoured types. Then you can swing and shoot or draw and shoot very quickly. With a sling, if you suspect there may be a counter ahead, you put a stone in the sling pouch. The trick with any weapon is, ideally, to have it drawn in preparation for combat. But if you want to quickly and cheaply train a load of militia men to rain down stones on an army a few hundred feet over there, it's ideal. It's NOT a particularly strong weapon (although it can be effective). It takes so long to get a sling started if combat breaks out, that you'll often already be in melee before you can fire.īut, in reality, it does take a short while to get a sling out, untangle it, and ready it for slinging. The current problem with the sling is the number of actions to use.
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