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<blockquote data-quote="Conaill" data-source="post: 890906" data-attributes="member: 1264"><p>I think it would be OK to have a new skill specifically for this. Plus add in some mechanics for as many existing skills as possible. That will make it possible for the PCs without the hurtling skill to participate in a pick-up game, but they're still likely to lose to the "professional" players.</p><p></p><p>Optionally, we could develop an "exotic weapon" version of the pilin & quilton. Kinda like an Atlatl (spear thrower) for a Chakram. The actual throwing of the quilton would then be a ranged attack at -4 unless proficient. </p><p></p><p>Let's see... a quilton thrown with a normal pilin gets a 40' range (instead of 30' for hand-thrown chakram), 50' when thrown with the chaser pilin. In addition, the pilin can be used as a club, or quarterstaff for the chaser version (perhaps even a 10' reach staff?), meaning you can take AoO's with them as if you were holding a melee weapon.</p><p></p><p>Of course, feats are in far shorter supply than skill points, especially for those Com1's that are likely to be playing the game...</p><p></p><p>Edit: On second thought, we're probably better off increasing the damage compared to a chakram, rather than increasing the range. We'd probably want the playing field to at least be larger than one range increment...</p><p></p><p>Also, what's to stop the "chaser" from just walking over to the opposing team's pole and dropping the quilton on? Seems like none of the short-pilin players would be able to prevent him from doing so. Let's just do away with the longer pilin (but keep the hook for the chaser?)</p></blockquote><p></p>
[QUOTE="Conaill, post: 890906, member: 1264"] I think it would be OK to have a new skill specifically for this. Plus add in some mechanics for as many existing skills as possible. That will make it possible for the PCs without the hurtling skill to participate in a pick-up game, but they're still likely to lose to the "professional" players. Optionally, we could develop an "exotic weapon" version of the pilin & quilton. Kinda like an Atlatl (spear thrower) for a Chakram. The actual throwing of the quilton would then be a ranged attack at -4 unless proficient. Let's see... a quilton thrown with a normal pilin gets a 40' range (instead of 30' for hand-thrown chakram), 50' when thrown with the chaser pilin. In addition, the pilin can be used as a club, or quarterstaff for the chaser version (perhaps even a 10' reach staff?), meaning you can take AoO's with them as if you were holding a melee weapon. Of course, feats are in far shorter supply than skill points, especially for those Com1's that are likely to be playing the game... Edit: On second thought, we're probably better off increasing the damage compared to a chakram, rather than increasing the range. We'd probably want the playing field to at least be larger than one range increment... Also, what's to stop the "chaser" from just walking over to the opposing team's pole and dropping the quilton on? Seems like none of the short-pilin players would be able to prevent him from doing so. Let's just do away with the longer pilin (but keep the hook for the chaser?) [/QUOTE]
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