| dragonhunterq |
Not that I have found. By the rules strength does not affect how far you can throw things. You are still limited to 5 range increments same as anyone else (usually 10' for what is probably going to be an improvised weapon).
You will be able to throw a heavier thing the same distance as everyone else though...
| MichaelCullen |
Indeed, 5 range increments is the normal maximum. A house-rule I use is to modify the maximum number of range increments by the value of the thrower's strength modifier.
This actually works quite well. 0 strength throws 0 feet. 20 strength throws twice as far as 10 strength. I like it.
| Ring_of_Gyges |
I like looking at Olympic records as a rough guide to what sort of figures might be reasonable for heroic but non-magical types.
The world record javelin throw is ~340ft (104.8m if you want to be precise). That would be about 11 range increments. That would require a 22 strength on kadance's scheme which seems to match up pretty well.
The world record for shot put is about 70ft and less instructive.
If we assume that is also about 10 range increments, we're looking at a range increment of 7ft (which is in the ball park of the 10ft range increment of an improvised weapon). A metal sphere isn't a terrible analog for a rock and a rock might be the paradigm improvised weapon.
But, a stone giant's thrown rock has a range increment of 180ft so who knows where those range increment figures come from? Presumably someone decided super strong giants should be able to engage PCs from a long distance rather than some calculation of how aerodynamic rocks are.
| Nixitur |
Indeed, 5 range increments is the normal maximum. A house-rule I use is to modify the maximum number of range increments by the value of the thrower's strength modifier.
I'm not a big fan of this because it seriously nerfs characters built mainly around throwing, like a bomber Alchemist who otherwise has little reason to keep their strength high. They already have to keep intelligence and dexterity pretty dang high.
I mean, it's your game, so you can do whatever you want, but I just feel like it puts undue burden on certain builds.| Franz Lunzer |
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kadance wrote:Indeed, 5 range increments is the normal maximum. A house-rule I use is to modify the maximum number of range increments by the value of the thrower's strength modifier.I'm not a big fan of this because it seriously nerfs characters built mainly around throwing, like a bomber Alchemist who otherwise has little reason to keep their strength high. They already have to keep intelligence and dexterity pretty dang high.
I mean, it's your game, so you can do whatever you want, but I just feel like it puts undue burden on certain builds.
It's a house-rule, so you don't have to play with that.
Also, if they keep STR at the average, it doesn't change the range of the thrower's bombs. Even slightly below average (Strength of 8, so -1 modifier) the maximum number of range increments is 4, and I didn't see all that many alchemists throwing bombs at a range of 80 ft.| Vidmaster7 |
There is nothing in life that does not have a positive and a negative side in my belief anyways.
Although I don't see your objection because If I'm not reducing it except when str is very low and at 10 str its at the same range as it always is It doesn't really effect the build that much and you still don't usually dump your str as an alchemist right?
| Lady-J |
i feel that the max range increments should remain 5 but make the actual range of the range increment increase with str but not decrease due to a penalty have the range increase by 5 for ever 4 str over 10 so a thrower with 18 str would have a range increment of 20feet a 22 str would have 25feet but a 10str or lower would be at the base 10feet