Thrown piercing weapons

orion90000

First Post
A simple question: When you throw a javelin, what happens to it after it strikes the enemy?

A) stays impaled in the enemy until they remove it.
B) Falls out and lands on the ground at the enemy's feet.
 

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Javelin- Breaks after thrown
Short Spear- lands in their square
Harpoon- is impaled and gives them some side effects until removed
 

So if your don't want your enemy to be able to pick it up and throw it back at you use a Javelin. If you want a reusable ranged weapon that you can go pick up after the battle use a short spear. If you want to Impale someone and limit there mobility and deal extra damage use a Harpoon. Harpoon is an exotic weapon though so if you don't take the Exotic Weapon Proficiency feat for it your taking a -4 to attack rolls
 

Weapons :: d20srd.org

No mention at all of thrown weapons breaking after use. Even more notably...

Weapons :: d20srd.org

"Ammunition
Projectile weapons use ammunition: arrows (for bows), bolts (for crossbows), or sling bullets (for slings). When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Generally speaking, ammunition that hits its target is destroyed or rendered useless, while normal ammunition that misses has a 50% chance of being destroyed or lost.

Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them (see Masterwork Weapons), and what happens to them after they are thrown.
"

Bolded line makes it pretty clear that DESPITE being a thrown weapon, shurikens can break after throwing them, in stark contrast to other thrown weapons.

So, to answer your question, no matter what type of thrown weapon it is (other than shuriken), it can be retrieved and reused as often as you like. Otherwise paying for magical or masterwork versions of thrown weapons would be utterly flipping stupid (projectile weapons apply the benefits to ammunition).
 

As for if it sticks in them or damages them and bounces to the ground, that's probably something best left to the DM to decide. I'd lean towards "falls on the ground" just because it creates less messy (yay, pun!) rules situations to interpret it that way.
 

Huh??

Must have been a house rule a always played with and never questioned regarding javelins breaking like arrows. I will have to check hard copies to be sure, i don't always trust the SRD to have all the details. But good catch Stream.

As far as History and real life goes javelins were often designed to come apart after use to make it more difficult for them to be picked up and thrown back and also to make treating the wound more difficult. Look at the Pilum for example.
 


I'm assuming you're asking because you want some realism in weapon hits, or want to understand what a thrown piercing-weapon strike would look like in real-life. So...

The HP (Hit Point) damage suffered doesn't necessarily need to mean that the weapon "pierced" the target or is "stuck" in the target. HP loss can mean a lot of things. For example, if the target is wearing armor, then the impact of the Javelin could cause blunt-force damage through the armor (especially if it's mail) without necessarily having to stick-in the target (it still overcame the AC of the armor, and did the amount of damage rolled, it just did it without having to actually peirce the target). It could have just grazed them, leaving a wound behind, but again not stuck in the target. HP loss can also be explained as the energy expended "avoiding" being stuck by the weapon, or even incurring muscle strain twisting out of the way.

Remember that HP is an abstract quantification. A quantification that can represent many different things at the same time, including: damage, energy, luck, endurance, etc.

Personally, I wouldn't represent the weapon as "stuck" in the target, with possible penalties because of it, unless the weapon struck on a critical hit. Otherwise, I'd use one of the above explanations to describe and visualize the "hit".

:)
 

As far as History and real life goes javelins were often designed to come apart after use to make it more difficult for them to be picked up and thrown back and also to make treating the wound more difficult. Look at the Pilum for example.

D&D as it's built simply can't simulate that without serious repercussions in balance, though. Historically, the javelin you hurled at some guy wasn't worth more than some small castles, for one thing. Even a masterwork weapon is more than a skilled laborer makes in a year. It's way too costly to be breaking several of those each combat. Throwing is already a weak and crappy fighting style, trying to make them breakable would make it completely worthless past level 3. Ammunition isn't under the same onus, it can pick up the masterwork and magical qualities of the launcher, so you don't NEED to spend 2k on breakable ammo just to overcome some DR/Magic with a crossbow.

I think you're also overestimating how much being a "throwing" weapon is really worth, mechanics-wise. That's because the game is pretty generous with improvised weapons. Any, I repeat, any melee weapon is effectively a "throwing" weapon with a 10 ft range increment (which is incidentally what most of the real ones have anyway), just with a -4 penalty for being improvised on the attack roll. A very weak feat, Throw Anything, removes the penalties for throwing melee weapons. I know in real life there's a big reason there are "knives" and then there are "balanced throwing knives," but in the game there's not that huge a difference.

If you want to not completely retool the entire game's assumptions on wealth and value of magic gear but make things a little more realistic, you could try this compromise:
Non-magical, non-masterwork thrown weapons have a 50% chance of breaking (either due to striking the target or failing to remove the weapon without breaking it afterwards) if they hit, on a miss they do not break. Any weapon of magical or masterwork quality (except for ammunition and shuriken) never breaks when thrown.

You should also buff thrown weapons a little and/or nerf improvised thrown weapons to make up for this nerf. And cause throwing weapons sucks in general. :) You could do some or all of the following:
-Add 10 ft to the range increments listed for all throwing weapons (no change for weapons not built for throwing)
-Reduce the range increment for improvised thrown melee weapons. Since 5 ft is actually melee range, you can't just drop it to 5, that'd be dumb. Maybe every other increment is 5 ft (sort of like 7.5 ft increment, in effect): 10 ft is 1 increment, 15 ft is 2, 25 is 3, 30 is 4, 40 is 5.
-Weapons intended for throwing do one higher die of damage when thrown. A Javelin would do 1d6 when used in melee, and 1d8 when thrown, for example. Makes cheap thrown weapons more powerful to spam from range at level 1, but I'm not sure that'd be too game-breaking.

Just some possible ideas.
 

A simple question: When you throw a javelin, what happens to it after it strikes the enemy?

A) stays impaled in the enemy until they remove it.
B) Falls out and lands on the ground at the enemy's feet.
There is no official answer to your question, but my personal rule is: whichever the target chooses.
 

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