Oh, I am a big fan of the penalties and will happily make use of the sling RPing the curse and such. Mainly, it was the will penalty that hurts the most.KOPOJIbPAKOB wrote: ↑Tue Jun 08, 2021 5:01 am I had Explosive Sling as a point of reference, with its 1d4 bonus fire damage and 4 eb. The caveman sling has 1d3 more bonus damage. However, it has -1 eb, so, effectively, the bonus damage is only 0-2 (~1 on average). In summary, this sling deals on average 1 extra damage compared to the other available slings, but has -1 attack bonus, it was the idea behind the balance. GMW doesn't work on ranged weapons, so it can't be exploited.
As for penalties, well, they're all mostly fun flavor! Imagine rolling -10 bluff in some interaction. The list of penalties is big and scary, yet, in practice, they barely hurt your character, and 2d4 massive crits somehow compensate for them. According to weapon's lore, these slings are cursed.
For me, 1 more damage did not seem to equate to the -1 AB as I was comparing to the Stunshot sling (as opposed to the explosive sling) since it's damage is more consistent (no RD).
I guess my thinking was that this sling was meant to be objectively better damage-wise and have some penalties which hurt saves and RP dialogue, cursed etc and it being +4 rather then +3 hit the right spot - as slingers, especially, warslingers want to get as much AB as they can.
Either way, thanks for the cool sling.
And I do want to stress that the concept of making epic items better than the standard epic items, albeit with some penalties is an excellent way to open the field more without out-shinning the older epic items.