IggythePyro
Cool! So if you go to a restaurant, order mac and cheese, get it in a cardboard container and when it spills you get hospitalized for a week, do you say “mac and cheese is meant to be served very hot! Of course I’ll cover the medical bill myself!”. What about when a few dozen people run into the same issue, because the restaurant has figured out that the occasional lawsuit from people being badly injured is cheaper than the cost of keeping the mac and cheese at an edible temperature? I mean, consider the comparison you’re going for here. “If she’d heated a substance to that temperature herself, then spilled it on herself, it would be entirely her own fault! Why is it when someone else heats a substance to an unsafe temperature, then someone gets injured by it, it’s not entirely on the injured party? They should know that the substance was heated far beyond what anyone would reasonably expect it to be provided at!”
Looks like I was dead wrong here- turns out there’s another JC tweet that says: “If you use a weapon in a way that turns it into an improvised weapon—such as smacking someone with a bow—that weapon has none of its regular properties, unless the DM rules otherwise.” So bonking people with a crossbow wouldn’t count for GWM because the crossbow isn’t heavy when you’re not shooting it
That’s on me, I’ve been playing my tavern brawler for too long and overlooked that most people don’t have imrpovised weapon proficiency. It looks like using most ranged weapons in melee is maybe improvised for two reasons? Like, the ammunition property makes it improvised, but also the “ranged weapon to make a melee attack” rule makes it improvised. Which I guess lines up if you take it as Javelins being good for melee and throwing, while darts are only really good for throwing- makes sense to me, although it’s weird to have the same thing said twice over (a ranged weapon is improvised, but also an ammunition traited weapon is improvised, and only ranged weapons have that trait so they’re already improvised in melee)
Yeah, there’s a heck of a lot of overlap between Traveller and 40k- they were developed around the same times (classic traveller was '77, Megatraveller was '86, Rogue Trader was '87 and then Traveller: The New Era was '92) so there’s a lot of cross-pollination between the two
Good catch on the Ammunition property, I did miss that- I’m not sure if that goes for weapon traits or just proficiencies, or if it’s just a reference to that particular part of the improvised weapons section which specifically calls out ranged weapons in melee.
I do want to be very nitpicky with it- that’s what I’m doing here, having fun seeing what the rules technically allow rather than what they actually play like at the table XD
I kind of love the idea that the dart not having the ammunition property means it doesn’t count as an improvised weapon when used in melee, because that would mean a dart is just a dagger that weighs a quarter as much and doesn’t have the light property (also am I wrong to think that the dagger’s thrown property does nothing, since a thrown melee weapon without the thrown property does 1d4 damage with a range of 20/60ft anyway?)
I’d be inclined to agree with you if there wasn’t such a specific divide between the flavour text and the content. For instance, the sharpshooter feat doesn’t specifically let you make shots that others think are impossible- saying “I use my sharpshooter feat to shoot the BBEG in his castle three hundred miles away” would certainly be a shot that others think are impossible, but I doubt any table would let that fly. Saying “I have the crusher feat, so I’m going to break the enemy’s bones to debuff them” would fit directly into the flavour of “You are practiced in the art of crushing your enemies”, but it’s also not what the feat does. For the halflings, you can take the bountiful luck feat, and then use it, despite the flavour text clearly stating “You’re not sure how you do it; you just wish it, and it happens”- thus precluding anyone who knows about the feat or what it does from taking it. Lucky: “You have inexplicable luck that seems to kick in at just the right moment.”, but it’s actually very explicable, follows predictable rules and doesn’t kick in at just the right moment unless the player knows just the right moment to use it.