Strength & Throwing Range Increments

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I've been playing with an idea. Adding the Strength bonus to Thrown
Weapon Range Increments. So a +1 Strength bonus would add 1 to the base
range increment for a thrown or grenade-like weapon. I would not allow
the bonus to a Giants rock throwing ability. Their great strength is
reflected by being able to throw boulders already. Any thoughts?

--
Tetsubo
My page: http://home.comcast.net/~tetsubo/
--------------------------------------
If fifty million people say a foolish thing, it is still a foolish thing.
-- Anatole France
 
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Tetsubo wrote:
> I've been playing with an idea. Adding the Strength bonus to Thrown
> Weapon Range Increments. So a +1 Strength bonus would add 1 to the
base
> range increment for a thrown or grenade-like weapon.

Bad idea.
1. Anything under 5ft increments will produce weird results. Say you
have +3 Str mod. That orc three squares away from you, is he 13 or 14
feet away? is he in the first range increment, or the second?
2. It messes with the paradigm of what STR and DEX do. You're basically
giving a ranged attack bonus to hit based on STR. No-no.
3. Statistically, the increased damage potential with thrown weapons is
already figured in the damage bonus. You'd be double dipping.

Silveraxe.
 
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Tetsubo <tetsubo@comcast.net> writes:
> I've been playing with an idea. Adding the Strength bonus to Thrown
> Weapon Range Increments. So a +1 Strength bonus would add 1 to the base
> range increment for a thrown or grenade-like weapon.

This doesn't scale well with the weapon, I would suggest ammending
it to be +10% per plus. That way someone with a 20 strength (+5
bonus and +50% range increment in this scenario) would change the
range increment of a 10' weapon to 15' (same as yours), but a 20'
weapon would be come 30' (instead of 25 in yours).

That way it scales properly, of course you'd have to give -10%
per negative mod too for those weaklings.

Of course being stronger doesn't make you more accurate in
the game any longer (only dex adds to hit with thrown now).

So if you want to include something like this in your game,
I'd instead increase the max increments for strong characters
and not the base range increment (that way they can throw
farther, but not any more accurately).

Normally thrown weapons have x5 as their maximum number of
range increments (so max range of a 10' thrown weapon is
50'), projectile weapons can go to x10 increments. I would
suggest ammending the thrown rules so that you get +1
max increment per +2 str bonus, but you can't exceed
x10 range increments (same as projectiles).

This way someone with a 14 str throwing a 10' increment
weapon could try to hit someone 60' away (normal max
is 50'), but they're no more accurate throwing at someone
15' away than anyone else, they can just try to hit folks
farther out.

As always any opinions I may have written above are mine and mine alone.

Dave.
 
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dkl24@cas.org (David K. Lewis) wrote in news:d3ltkt$9r3$1@srv38.cas.org:


> Of course being stronger doesn't make you more accurate in
> the game any longer (only dex adds to hit with thrown now).

Complete Adventurer has a feat called, Brutal Throw, which allows a
character with that feat to their strenght modifier to hit with /thrown/
weapons only.
 
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tetsubo@comcast.net wrote:

> I've been playing with an idea. Adding the Strength bonus to Thrown
> Weapon Range Increments. So a +1 Strength bonus would add 1 to the base
> range increment for a thrown or grenade-like weapon.

Add 1 what? 1 ft.? So a dagger would have a range increment of 11 ft.?
If so, I'd say the benefits don't justify the added maths. If not,
please clarify.


--
Jasin Zujovic
jzujovic@inet.hr