But clearly it's feasible to have it be more or less balanced. Eg if Agonising Blast is OP, it is possible for it to be different from what it actually is.It's not feasible to have a game as complex as D&D be completely balanced
Hiding weapons is probably a marginal thing, especially as a knife thrower is (premsuably) going to be wearing bandoliers full of knives. The issue of range was expressly discussed in the OP, and I also noted it in my post. I think the OP contention is that, even when range is factored in as a consideration, knife throwing is not particularly viable.Concerning dagger throwers, I have a couple of issues. First, not every option has to be optimal in terms of DPR. The advantage the dagger thrower should have is flexibility in melee vs short distance range and ability to hide weapons.
The relative inutility of a thrown knife in D&D, compared to other options, is itself a function of the hit point system and the damage system. Anyway, I think it is better for a fantasy RPG to support a wide range of recognisable archetypes. A modern heroic adventure game should be similar. From memory, Modesty Blaise's offsider Willie is pretty handy with a thrown knife.Why should they be DPR equivalent to every other option? I may like the idea of wielding a wet noodle as my weapon, doesn't mean there has to be a wet noodle build that's optimal.
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there are reasons soldiers carry rifles into combat not revolvers. Or do you think if we had a modern D&D they should be made somehow comparable so that they're "balanced"?
Balance can mean an equal chance at doing well. Rolling ability scores can be one form of this, although generally this sort of balance assumes there will be replays. Rolling dice for stats is probably better for one-offs or short campaigns than long, multi-year sagas.We talk of balance in a game where ability scores are rolled. It is the first option presented and the iconic one.
Meaning a character can start with 18, 18,10,10,10,10 while the other start with 14,14,10,10,10,10.
Right from the start balance is broken.
But clearly it's feasible to have it be more or less balanced. Eg if Agonising Blast is OP, it is possible for it to be different from what it actually is.
(2nd ed AD&D introduced damage caps on spells like Fireball that weren't part of 1st ed AD&D. Presumably this was an attempt to increase balance.)
Hiding weapons is probably a marginal thing, especially as a knife thrower is (premsuably) going to be wearing bandoliers full of knives. The issue of range was expressly discussed in the OP, and I also noted it in my post. I think the OP contention is that, even when range is factored in as a consideration, knife throwing is not particularly viable.
The relative inutility of a thrown knife in D&D, compared to other options, is itself a function of the hit point system and the damage system. Anyway, I think it is better for a fantasy RPG to support a wide range of recognisable archetypes. A modern heroic adventure game should be similar. From memory, Modesty Blaise's offsider Willie is pretty handy with a thrown knife.
On the knife issue, personally I don't want a system where the knife man in a puffy shirt is just as effective in straight up combat as a guy in plate with a longsword. To me that's silly. Of course there may be situations where the puffy shirt and knife are more effective or appropriate.