Boomerang 5e Dmg System
Advanced Player's Guide introduced two new throwing weapons. The Chakram and the Boomerang (reprinted below)
{table=head]Martial Weapons|Cost|Dmg(S)|Dmg(M)|Crit|Range|Weight|Type| Special
Chakram|1gp|1d6|1d8|x2|30ft|1lb.|S|None
[/table]
{table=head]Exotic Weapons|Cost|Dmg(S)|Dmg(M)|Crit|Range|Weight|Type| Special
Boomerang|3gp|1d4|1d6|x2|30ft|3lb.|B|See Text
[/table]
The way that's set up, the Chakram is as much an overpowered martial weapon as the Boomerang is an underpowered exotic. Is this because they were mixed up when they were put in the book, and never corrected?
This makes the most sense to me, personally, as it would take more skill to effectively throw a chakram without hurting yourself than it would to throw a boomerang, which is literally a club that's shaped to fly. If the boomerang had a chance to return to you after you threw it, I could see the case for making it exotic, but it does not (A returning boomerang is not the same as a hunting boomerang).
Would it be better to change their respective stats (I, personally, don't think they're giving the boomerang enough credit) or to switch their places on the weapon chart?
Boomerang 5e Dmg List
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