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Are you playing a Master Thrower?
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<blockquote data-quote="Kaleon Moonshae" data-source="post: 1631585" data-attributes="member: 12147"><p>We looked at the Master Thrower and throwing weapons in general and came to two conclusions. That 1) daggers in dnd are *not* throwing daggers and 2) Throwing Daggers in straight dnd are way too expensive.</p><p></p><p>Let's take a look at real world throwing daggers:</p><p></p><p>1) They are not used in melee because they are too small (I have a quiver of five that fits on my wrist without being that visible if I wear the right stuff).</p><p></p><p>2) If trained right you can carry an unbelieavable number of throwing daggers on your personand not be overly encumbered (we figured at one time looking at specialty sheaths and weights that you could theoretically carry close to 50 throwing dagger on your person without being *weighted* down.</p><p></p><p>3) real world throwing daggers are *very* weak and break easy. They are thin, small and made for one hit, much like higher grade shuriken. You might retrieve them and use them again, but each use deteriorates their effectiveness.</p><p></p><p>Now, in dnd this causes a lot of problems with daggers as stated. Throwing daggers are closer to bolts and arrows than fighting daggers when all of these considerations are taken into account. We looked at it and decided to make an exotic weapon specifically called throwing dagger. This is how we statted it out, ymmv.</p><p></p><p>Throwing Dagger: Exotic Thrown Weapon.</p><p>Damage: 1d3</p><p>Size: Dimunitive</p><p>Range: 15'</p><p>Weight: .2 lb</p><p>Cost: 10 for 2gp</p><p>Special: Treated like arrows or bolts for purposes of reuse, breakage, and enchantment.</p><p></p><p>This means that it is actually plausable to play a thrown master, it gives you the ability to buy magic daggers a lot cheaper and more in line witht he archer next to you. It still makes daggers weaker than arrows, both in damage and range, but it makes the race closer and makes it playable.</p><p></p><p>We also allow the use of a couple Feats found in Dragon (#?) that lets you add your dex to damage with thrown weapons due to the finnese of throwing and the physics of embedding them if you know how to hit right.</p><p></p><p></p><p>Also remember that in 3.0 (is it true in 3.5? or am I just remembering wrong all together) that far shot *doubles* the range for thrown weapons instead of increasing it by 1/2.</p><p></p><p>Let me know what you think.</p></blockquote><p></p>
[QUOTE="Kaleon Moonshae, post: 1631585, member: 12147"] We looked at the Master Thrower and throwing weapons in general and came to two conclusions. That 1) daggers in dnd are *not* throwing daggers and 2) Throwing Daggers in straight dnd are way too expensive. Let's take a look at real world throwing daggers: 1) They are not used in melee because they are too small (I have a quiver of five that fits on my wrist without being that visible if I wear the right stuff). 2) If trained right you can carry an unbelieavable number of throwing daggers on your personand not be overly encumbered (we figured at one time looking at specialty sheaths and weights that you could theoretically carry close to 50 throwing dagger on your person without being *weighted* down. 3) real world throwing daggers are *very* weak and break easy. They are thin, small and made for one hit, much like higher grade shuriken. You might retrieve them and use them again, but each use deteriorates their effectiveness. Now, in dnd this causes a lot of problems with daggers as stated. Throwing daggers are closer to bolts and arrows than fighting daggers when all of these considerations are taken into account. We looked at it and decided to make an exotic weapon specifically called throwing dagger. This is how we statted it out, ymmv. Throwing Dagger: Exotic Thrown Weapon. Damage: 1d3 Size: Dimunitive Range: 15' Weight: .2 lb Cost: 10 for 2gp Special: Treated like arrows or bolts for purposes of reuse, breakage, and enchantment. This means that it is actually plausable to play a thrown master, it gives you the ability to buy magic daggers a lot cheaper and more in line witht he archer next to you. It still makes daggers weaker than arrows, both in damage and range, but it makes the race closer and makes it playable. We also allow the use of a couple Feats found in Dragon (#?) that lets you add your dex to damage with thrown weapons due to the finnese of throwing and the physics of embedding them if you know how to hit right. Also remember that in 3.0 (is it true in 3.5? or am I just remembering wrong all together) that far shot *doubles* the range for thrown weapons instead of increasing it by 1/2. Let me know what you think. [/QUOTE]
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