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D&D 5E Throwing Weapons is Cool! So why is it weak?

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Guest 6801328

Guest
I think it is a good feat, but suggest changing the first point to Increase range by +10' for every point of STR modifier, with a minumum of +10'.

That way both the STR and DEX based thrower are better in different areas.

Pure genius. I love it.
 

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G

Guest 6801328

Guest
Honestly, I don't particularly care about how thrown weapons were so inferior to bows and such. This is a game, things are better balanced, and it's cool. Don't know why realism needs to ruin that.

100% agree.
 

Honestly, I don't particularly care about how thrown weapons were so inferior to bows and such. This is a game, things are better balanced, and it's cool. Don't know why realism needs to ruin that.
Its important because the image of throwing weapons can influence what people actually want out of the feats/class that uses them.
That in turn should be the basis of designing said feats/classes so that they match the image that the person who wants them has in their mind.

Of course different people have different images of what someone good with throwing weapons should be/be able to do:
Do they rapidly fling many weapons, drawing and tossing with both hands until their opponent keels over looking like a pincushion?
Are they more deliberate, dropping an opponent with each precise throw?
Do they walk around, covered in bandoliers of blades, or do they look unarmed right up until a knife hilt appears sticking out of someone's throat?
Are they a juggler, able to catch even sharp weapons out of the air?
Are they more combative, running to chop one foe then whipping their weapon into another out of reach?

All of these are concepts that people might want to realise when making a "throwing weapons expert" but some are different enough that they would require different, and possibly mutually exclusive options.
 

Voi_D_ragon

Explorer
I agree with the sentiment, but cringe at the "suitable storage location" bit. I hope we don't get so particular with the rules that we have to define how and where we are carrying things.

Anyway, my vote for a Throwing Master feat:
- Increase ranges by 10' for thrown weapons.
- Drawing thrown weapons is considered part of the attack.
- You can use your reaction to deflect or catch the missile when you are hit by a thrown weapon attack. When you do so, the damage you take from the attack is reduced by 1d10 + your Dexterity modifier + your proficiency bonus. (So not as versatile or powerful as the Monk ability.)

Rather than increase their defensive capabilities vs thrown weapons, I think they should have their offensive abilities as weapon throwers boosted (they are not, after all, weapon catchers) so, either more damage with each throw or more throws. Also, consider what the Capn said about them running around and stabbing people close as well as from away (think of V for Vendetta's final fight scene).
 

Corwin

Explorer
What if there was a feature (sub/class, feat, or something) that allowed the thrower to throw two "whatevers" as part of their attack, which provides advantage on said attack. Like when ninjas throw multiple shuriken, or a knife thrower double throws daggers using both hands.
 

The Old Crow

Explorer
Rather than increase their defensive capabilities vs thrown weapons, I think they should have their offensive abilities as weapon throwers boosted (they are not, after all, weapon catchers) so, either more damage with each throw or more throws. Also, consider what the Capn said about them running around and stabbing people close as well as from away (think of V for Vendetta's final fight scene).

How about allowing thrown at close range to shove. It's not straight up more damage, but it is I think more interesting and would have some good situational uses.
 

MrHotter

First Post
I was thinking about how best to accommodate a rogue player who wanted to use throwing weapons rather than a short bow/crossbow. The bow or crossbow are the best choice and the rogue wanting to be a sniper/assassin is supported by equipment and feats.

I was thinking more along the lines of the crossbow expert.

Thrown Weapon Expert:
• You can draw thrown weapons as part of your attack action.
• Short and long range is doubled for thrown weapons.
• When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to throw a weapon (with the thrown weapon property) that you are holding.

Hand crossbows would still be better as far as range and damage, but this would at least make a thrown weapon expert be less terrible.
 

G

Guest 6801328

Guest
Rather than increase their defensive capabilities vs thrown weapons, I think they should have their offensive abilities as weapon throwers boosted (they are not, after all, weapon catchers) so, either more damage with each throw or more throws. Also, consider what the Capn said about them running around and stabbing people close as well as from away (think of V for Vendetta's final fight scene).

If their range is increased and they never have to waste time "reloading" then their damage output increases, no?
 


Voi_D_ragon

Explorer
Its one of those passive increases, that most people don't count because they don't get their number porn fix.

Actually, I don't count it becuase the cases where they add damage are: you have an enemy 30ft up and you can't reach him with a hatchet or whatever; you start combat 60 ft away and can't move and attack on the same turn or you move, attack an enemy 20ft away, kill him in one attack and can't reach the enemy 5 ft behind him.
Too situational to be counted towards DPR IMO, since it doesn't trigger on most rounds. Extra range does help, of course, but shouldn't be the strong point of the feat
 

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