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Old 02-17-2019, 04:09 PM   #4
naloth
 
Join Date: Sep 2004
Default Re: Alternatives to the Throwing rules

Here's a (very rough) proposal which gives a bit more on the high end of weight, a bit less on the low end, but drastically cuts the amount of stuff you need to remember or compute. I've tried to use math that's easy to do (1/10 or half) or would otherwise be noted on your character sheet (BLx3).

We can break down throwing into stuff that's BL/10 or less, up to 1/2 BL, up to BL, up to BLx3, and up to BLx8.

-BL/10: Range x2.5, Thr-2 per die.
-BL/2: Range x.8, Thr-1 per die.
-BL: Range x.5, Thr.
-BLx3: Range x.2, Thr+1 per die.
-BLx8: Range x.1, Thr per die.

To keep characters from using light objects (relative to their BL), we can also assign the min ST to be relative to the weight which limits both range and damage. Off hand I'm thinking min ST = object HP? A baseball would be ~HP6, for a max of ST18. A 1k motorcycle would have a min ST around 40 (max ST 120 for 13d damage at 60 yards). If that seems low, we could use 8 x cube root for everything (effectively looking up the ST/HP value for all objects as if they were homogeneous)?

This, of course, could be used to generate a consistent sample table for quick lookups on common values.

Thoughts?

Last edited by naloth; 02-17-2019 at 05:35 PM.
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