@dungeons And again. We did 6 damage and then 7 damage with a 1d4 improvised attack. There's a bug here.
@dungeons Raised #21 on your Gitlab for this. Hope you don't mind!
@astrelion @dungeons Getting a 9 seems like a lot still? I know our dex is high, but should we really get a +5 damage bonus on an improvised attack?
My familiarity with the rules on that is pretty limited, so maybe so. Sorry, if so!
@astrelion @dungeons I thought it was supposed to be quite bad, TBH. You have engaged something that you are not equipped to fight, unless you're very lucky it's going to end badly. Doing comparable damage to what we could achieve with our primary weapon feels wrong.
Just me though! :-)
@VoxDei @dungeons yeah, it feels especially weird since our primary weapon is a Str weapon, and throwing it would use our actual good stat of Dex
Canonically though I'd probably expect a 20 Dex character to throw a usually-not-thrown object pretty well 🤷♂️
Since this format doesn't easily allow switching of weapons or consider physical space changes, I think improvised always being proficient makes up for it a bit. If range and location are implemented, I'd definitely nerf improvised
@VoxDei @dungeons since I assume proficiency with improvised attacks then they get full bonuses, albeit with a low 1d4 damage roll. So, for a ranged improvised attack our minimum damage would be 6 with a max of 9 (average of 7.5) since our Dex is so high. Maybe next time when we use an improvised, use the !rolls command to see of they line up
If I didn't assume proficiency then we would just do a flat 1d4, which, in this format, would feel quite bad