How to improve throwing's viability?


Pathfinder First Edition General Discussion


So, a certain thread got massively off-topic recently by talking about a feat meant for throwing characters. This feat seems about on par with what you would expect for it's effect. At least, in my opinion and with the quick "math" I used as a baseline. Some people disagree. However, I would rather be constructive rather than destructive.

So, with that in mind, what would you give to throwing to make it better? Are there rules that still need clarifying? Does throwing styles need exuberantly good feats above curve to make it good enough? Or does it need more love period?

Or, do you like where throwing is now? Do you believe that throwing is legitimate? Or perhaps that the style is fine, but lacks the archetype support of something as exuberant as Zen Archer?

I have my own personal bias, as I am quite smitten with Startoss Style right now, but I would love to see other opinions and creations of feats to work with throwing.


I think, as it is now, throwing is fine.

Scarab Sages

Throwing is fine as it is now. Ricochet Toss + Startoss Style make it very nice, and Two-Handed Thrower + a Belt of Mighty Hurling make STR-throwers competitive in damage.

There are several class-based options for further increasing performance, such as the far strike monk and the flying blade swashbuckler.

It's not as good as archery, but nothing is.


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How "viable" do you want?

Viable enough that we could create a few platoons of French dagger throwers and send them back in time to kill all those English longbowmen at Agincourt?

Is throwing supposed to be that "viable", so that it replaces using bows as the apex ranged weapon? Equals it?

For me, I'm fine with keeping thrown weapons at a level below mechanical projectile weapons. I'm also fine with having a few feats or magical properties that can equalize this, so that a thrower can match an archer but needs to invest MORE to achieve that match.

Which seems to be what we currently have now, right?


All we really need to reach the point described as

DM_Blake wrote:
I'm also fine with having a few feats or magical properties that can equalize this, so that a thrower can match an archer but needs to invest MORE to achieve that match.

Is something similar to Amulet of Mighty fists, but for thrown weapons. An archer can have a +5 enhancement bonus bow then various situational arrows for specific enemies.

With (name is work in progress) Gloves of Thrown enhancement a throwing character can have +5 gloves then different thrown weapons for different situations. For balance purposes maybe the Gloves should only work with thrown weapons that count as ammunition.

--------------------------------------------------

Personally I think the number of feats required as a tax for throwing to reach bow level damage/competency is too high, but I can concede that's up to individual tables. The need for "Gloves of Throwing" is something that would be required for there to even be a possibility of the two combat styles to be comparable.


Insain Dragoon wrote:

Is something similar to Amulet of Mighty fists, but for thrown weapons. An archer can have a +5 enhancement bonus bow then various situational arrows for specific enemies.

With (name is work in progress) Gloves of Thrown enhancement a throwing character can have +5 gloves then different thrown weapons for different situations. For balance purposes maybe the Gloves should only work with thrown weapons that count as ammunition.

Just use Ascetic Style to let a normal Amulet of Mighty Fists apply to your shuriken.

Scarab Sages

Avoron wrote:
Insain Dragoon wrote:

Is something similar to Amulet of Mighty fists, but for thrown weapons. An archer can have a +5 enhancement bonus bow then various situational arrows for specific enemies.

With (name is work in progress) Gloves of Thrown enhancement a throwing character can have +5 gloves then different thrown weapons for different situations. For balance purposes maybe the Gloves should only work with thrown weapons that count as ammunition.

Just use Ascetic Style to let a normal Amulet of Mighty Fists apply to your shuriken.

Ascetic Style only works on melee monk weapons, even if you use the non-intended RAW that allows the AMoF to enhance the chosen weapon.


Imbicatus wrote:
Avoron wrote:
Insain Dragoon wrote:

Is something similar to Amulet of Mighty fists, but for thrown weapons. An archer can have a +5 enhancement bonus bow then various situational arrows for specific enemies.

With (name is work in progress) Gloves of Thrown enhancement a throwing character can have +5 gloves then different thrown weapons for different situations. For balance purposes maybe the Gloves should only work with thrown weapons that count as ammunition.

Just use Ascetic Style to let a normal Amulet of Mighty Fists apply to your shuriken.
Ascetic Style only works on melee monk weapons, even if you use the non-intended RAW that allows the AMoF to enhance the chosen weapon.

Normally yes, it only works on melee weapons, but for monks of at least level 5 the feat applies to all weapons in the monk weapon group which includes shuriken. AMoF or not, whatever you deem applicable from the feat then applies to a thrown weapon.


It really does need some sorta weapon buff to it.
Just "anything with the throwing property can be affected" basically.
Either going with the property itself (there by effecting most current weapons, and anything someone enchants seperately as a weapon (thereby opening up a door for a scythe thrower or osmething).
or throwing property AND throwing weapons group.

but really that would be the best effect. I think it should work whether thrown or used in melee. but I can also see if you only allow it when being thrown.
Either way this would massively lessen the main disruption between it and any other range style.

but in general i really wish the different ranged weapons had more uniqueness to them..
bow getting str , crossbow being simple (and maybe an xbow enchantment that helps with DRs), throwing being usuable, and weird stuff like blowgun being useful (like blowgun hitting touch AC like a gun or osmething. since its pretty hard to up that damage and would make for a good poisoning weapon)

============

but. My whole idea on weapons is..
every class should be able to use one effectively enough to not be worthless. and then the pure super martials should be able to be able to use the best. Granted that is just so hard to do in general.
but it is ssomething I've always wanted to be able to do.

RPG Superstar 2012 Top 32

I'm a big fan of javelins and throwing axes.

You can still use a shield with a javelin, which is nice. I like to pair throwing axes with "one-and-a-half" handed weapons, and throw the axe and then two-hand melee with the other. It might not be optimal, but it's fun and versatile.

Dark Archive

SmiloDan wrote:

I'm a big fan of javelins and throwing axes.

You can still use a shield with a javelin, which is nice. I like to pair throwing axes with "one-and-a-half" handed weapons, and throw the axe and then two-hand melee with the other. It might not be optimal, but it's fun and versatile.

A slightly better throwing axe (perhaps as a dwarven racial weapon?) would certainly be kind of cool.

Visually, I'm a huge fan of the Congo throwing knife/hunga-munga, but, statistically, it's junk, and far inferior to the sharpened Frisbee that is the chakram.

RPG Superstar 2012 Top 32

Yeah, chakrams are the boss! Basically flying swords.

Of death.


Pathfinder Rulebook Subscriber

Throwing weapon are actually pretty decent right now if you're willing to invest in them.

And that's the real kicker. They require a ton of investment. The real question is whether or not requiring that much investment is a good thing or not.

SmiloDan wrote:


You can still use a shield with a javelin, which is nice.

I like this too a lot. Though it's sort of a shame since javelin + shield can't take Startoss (and probably isn't going to TWF with shield throwing either).

Scarab Sages

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Squiggit wrote:

Throwing weapon are actually pretty decent right now if you're willing to invest in them.

And that's the real kicker. They require a ton of investment. The real question is whether or not requiring that much investment is a good thing or not.

SmiloDan wrote:


You can still use a shield with a javelin, which is nice.
I like this too a lot. Though it's sort of a shame since javelin + shield can't take Startoss (and probably isn't going to TWF with shield throwing either).

You can use it with a buckler though, and a buckler is a shield for everything except bashing.

RPG Superstar 2012 Top 32

You can Quick Draw & Rapid Shot javelins & chakrams, right?


SmiloDan wrote:
You can Quick Draw & Rapid Shot javelins & chakrams, right?

Yep.


Actually, one very interesting - if feat-intensive - fighting concept is to use Improved Snap Shot with thrown weapons out of one hand as if it was a combo reach/ranged weapon, and a melee weapon in the other hand. Eventually you can use Pin Down to completely screw with enemies in melee.

It's a pity that Ricochet Toss is about the dumbest-sounding thing out there conceptually. "I throw my knife 20' and hit a moving target and look, it's instantly back in my hand because it bounced right! It even bounces back if I miss and it goes off a cliff or something! I do this three times a round!" Good grief.


snaap shot, and startoss style combo very well.
distance on the charkram, and someway to return it (i guess richoet belt? Or i guess the recall enhancment. assumingy our using the standard startoss ability the swift is ok for the one hit)


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BadBird wrote:

Actually, one very interesting - if feat-intensive - fighting concept is to use Improved Snap Shot with thrown weapons out of one hand as if it was a combo reach/ranged weapon, and a melee weapon in the other hand. Eventually you can use Pin Down to completely screw with enemies in melee.

It's a pity that Ricochet Toss is about the dumbest-sounding thing out there conceptually. "I throw my knife 20' and hit a moving target and look, it's instantly back in my hand because it bounced right! It even bounces back if I miss and it goes off a cliff or something! I do this three times a round!" Good grief.

I still vote for many rage powers as being sillier.

I'm so angry I can see in the dark!
I'm so angry my weapon burst into flames!
I'm so angry I can swim much better!
I'm so angry I can punch ghosts!


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Scythia wrote:

I still vote for many rage powers as being sillier.

I'm so angry I can see in the dark!
I'm so angry my weapon burst into flames!
I'm so angry I can swim much better!
I'm so angry I can punch ghosts!

You know, maybe it's just selective standards, but I'll take ghost-punching and pyrokinetics any day over "ah s^&t I just lobbed my axe into that lake instead of that orc. Oh no wait, here it is. AH S*#T I DID IT AGAIN! Oh no wait..."


Treat it as a SU ability in your games if that makes you feel better.

It's not like it matters diddly unless you actually use anti magic.


DM_Blake wrote:

How "viable" do you want?

Viable enough that we could create a few platoons of French dagger throwers and send them back in time to kill all those English longbowmen at Agincourt?

I won't claim to have read the whole thread but DM_B, I did want to reply to this. I think it's a false-dichotomy.

First and foremost, this is meant to be a fun game. There's no reason not to see new ways to make different into viable. Personally I like the idea that a knife-thrower could be much more effective in close-quarters than a bow-users. Your longbowmen should have a lot of trouble in 5-foot-wide corridors typical to a dungeon. But the game doesn't model that. Aside from an AoO, you're allowed to shoot someone right beside you without penalty.

How does that make sense?

Now, I get it that accurate knife-throwing, axe-throwing, or even shortspear-throwing requires a tremendous amount of skill. But the d20 system makes such builds prohibitively expensive.

The action economy alone defeats such builds. The magic item system paves over the grave. You've got all the same feat tax issues a bowman has, only you've got spread your wealth enhancing multiple weapons. For some reason bowmen get to draw arrows for free but you need an extra feat to pull knives out of sheaths.

There's no reason why a knife-fighter couldn't be a fun. But as the game is designed, there are a bunch of hurdles which block that fun.

I'm not suggesting letting knife-throwers hurl their daggers a thousand feet like a max-range-increment bowman could shoot. But up close and personal, the rule of cool begs that something be done.


You should be able to have two combat styles advance across 10 feats, or at least 1. Pathfinder doesn't do this well with their best ranged weapons (PBS, Deadly Aim, Precise Shot, and Improved Precise shot being needed at the barest minimum and leaving little room for customization), so when you get in the weeds with less optimal weapons it ends up an even heavier lift just to use the combat style with any sort of proficiency.

I mean, thrown weapons can only be used past like level 6 now with dedication and a little optimization - that to me is an issue that is really not being addressed at all.


Thrown weapons were pretty much always tactically useful secondary weapons. The biggest problem in the system with thrown weapons is that the system tends to favor specializing on one thing (and players often carry that to unnecessary extremes), and the second biggest problem is, tactically, why would a character bother?

There's one way to incorporate a throw into a charge as a bonus attack in the entire game, and it's on a class that could be using that resource to pounce instead. If there was a simple feat chain to add a thrown weapon attack into a charge or a move action, thrown weapons would suddenly be awesome for exactly the right reason.

RPG Superstar 2012 Top 32

I just saw a battle from near the end of Season 2 of "The Vikings" and they used a lot of thrown weapons before closing to melee. It was really neat. Mostly spears and axes.


Most cultures in the real world had a throwing weapon they used in melee battles. He'll think of where France's name comes from!

RPG Superstar 2012 Top 32

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Frankly, it really Gauls me to tell you that I don't know where France's name came from.


France comes from the Latin for "Land of the Franks"; the Frank's being the Germanic tribe known for their namesake throwing axe the Francesca.


I really like the Sharding special ability for thrown weapon builds.


An Eldritch Knight/ Inquisitor/ Whatever who puts "Named Bullet" on a spear and then attacks the marked target from within 30 feet gets to attack touch AC, auto-threaten a x3 crit, and add their caster level to the final damage total. They could also do this with a Spell Storing spear. Now that's an epic spear throw.


SmiloDan wrote:
Frankly, it really Gauls me to tell you that I don't know where France's name came from.

I see what you did there...

Anyways onto the main point of the thread basically what it boils down to is weapons in this game aren't really meant to represent real world weapons in any way other than vaguely. No one wants his fighter to dual wield kragsmerlofs so they gave their collection of stats real world appropriate names. What they are is a collection of stats throwing weapons are less statistically awesome then melee and ranged weapons because if they weren't then there would be no point if having the other options... basically if the throwing axe were as good as the short bow, but could be used in melee or the hand axe, but could be used at range why would you ever take the less versatile weapons. Then you take it to the next logical step, if feats were in place to bring these weapon styles to parity with the others those feats would be more powerful then the feats for the other weapon styles so either way you're making one subset of things objectively more powerful the similar options in other categories.
Now there is an argument to be made for 'If I'm just being up to par with these other styles does that really matter ?' Well... *probably* not so long as you make it pay for the versatility in other areas like having greater investment costs. since money at high levels is so laughably easy to come by then feats and class features are the only way to actually do this. If that makes classes with more spesific feat selections not able to do itI think it's a small price to pay.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
The Mortonator wrote:


So, with that in mind, what would you give to throwing to make it better? Are there rules that still need clarifying? Does throwing styles need exuberantly good feats above curve to make it good enough? Or does it need more love period?

If I wanted to make throwing good enough to stand on its own:

I'd go with the 4th edition throwing "Any magic light thrown or heavy thrown weapon automatically returns to its wielder’s hand after a ranged attack with the weapon is resolved."

If I wanted to make throwing good enough to work with some investment:

I'd change the +1 returning property to function immediately after an attack resolves (allowing a full attack with it).

But in truth I'll just say screw it. Just leave it as written, and never touch throwing weapons once you get iterative attacks. Because after 20+ years (3.x > present) of inertia its not worth the effort.


Now I'm curious. What would people think of a feat-chain ending with something like:

Opportunistic Throw.
Prerequisites: Combat Reflexes, obligatory feat taxes.

Benefit: Once per round when using a move action or making a charge, you may expend a use of an attack of opportunity to make a single attack with a thrown weapon against a target in range, and you may change your grip on a weapon previously held for the duration of this attack. This attack may never be used on the same turn as a full attack action.


BadBird wrote:

Now I'm curious. What would people think of a feat-chain ending with something like:

Opportunistic Throw.
Prerequisites: Combat Reflexes, obligatory feat taxes.

Benefit: Once per round when using a move action or making a charge, you may expend a use of an attack of opportunity to make a single attack with a thrown weapon against a target in range, and you may change your grip on a weapon previously held for the duration of this attack. This attack may never be used on the same turn as a full attack action.

I think I like it.

RPG Superstar 2012 Top 32

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They should have "Bracers of Mighty Throwing" or something that works like an "Amulet of Mighty Fists" that enhance thrown weapons for 1 round. So you can carry a couple dozen normal daggers, but still make magical attacks.

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