Also, am I the only one who's noticed that the heavily armored upgrade is essentially useless because you can only have 2, and the battering ram one is just vastly superior?
Originally Posted by Parting RamOriginally Posted by Half CoverSo Parting ram has no restrictions, weighs less, costs considerably less, has no penalties, offers additional bonuses, and from it's half cover provides + 2 AC and +2 to Dex saving throws.Originally Posted by Armored Plates
Meanwhile the only thing Armored Plates has over it is that it can stack with half cover, and takes the chance of a chair being broken in combat from 20^-3 (1/8000) to 20^-6 (1/640000000) per attack targeting the chair, assuming no crit range expansion or advantage. The chair was already effectively invincible (which is really dumb), so this does nothing.
Mounted sniper and Scattering tacks are entirely pointless (what's preventing you from just using caltrops or a light crossbow?) Additionally, the wheelchair explicitly counts as a mount, so that 25 foot movespeed is really 50 foot move speed with immunity to OA's.
The upgrades of the chair aren't balanced at all against the rest of the game or against each other, and have varying levels of logic and verisimilitude breaking.
Take the spider legs for instance: if you can make spider legs that can lift an entire wheelchair and its occupant and give it spider climb, you should reasonably be able to make a Doc Ock style backpack that weighs and costs less, and lasts for longer. But nope, this is wheelchair exclusive.
And lets not even mention the effects of beacon stones on a setting.
I have no problem with wheelchair bound characters in D&D, but this is just not the way to do it.
Edit: Oh right, merely by owning this chair you have become proficient with tinker's tools. I wonder, if you sell the chair do you lose the proficiency?