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Old 08-18-2018, 06:20 PM   #1
Stelknecht
 
Join Date: Mar 2015
Location: Montana
Default Maximizing Throwing

Hi folks. I've seen some cool threads about maximizing spear damage/combat skill, maces, and of course the ever beloved swords.
Has anyone ever tried to do this for throwing weapons? I'm thinking a 250 point DF-esque fantasy game.

My first thoughts:
20+ Throwing art (for the damage bonus and to simplify rolling)
Weapon Master (thrown weapons) to open throwing art
Arm ST (one arm) +2

With that, you could do 1d+1 with very light throwing darts

Maybe Extra Attack (Thrown Weapons only)

What do you think? Fun ideas? Dumber than a bag of throwing stones?
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Old 08-18-2018, 07:01 PM   #2
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Default Re: Maximizing Throwing

Buy as much Super Throwing from GURPS Supers as your GM will allow? Buy Throwing Art-20 or more, and enjoy? If you still have more points, as much Striking ST as you can afford, limited to one skill, for max point savings, will up your damage even more. And see if there is any room for a Heroic Archer version for throwing, too.

Dunno if you can slide that past your GM or do it kn your budget, but that should get you a throwing monster.

Oh, also, Payload (Limited, Throwable Weapons Only, -60%) lets you carry more throwables without compromising encumbrance.

And dont forget to get Melee Skill-13 or more for your favorite thrown weapon incase you get stuck in melee combat.

EDIT: Yes a hundred times for Weapon Master!
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Old 08-18-2018, 07:46 PM   #3
Stelknecht
 
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Default Re: Maximizing Throwing

Oo, throwing/heroic archer. So you could do a full move and still shoot, losing the not-very-inspiring ACC of a throwing weapon. That'd be real nice for scoot-n-shoot.
Poisons are an obvious (although late for me) thought.
Are there weapon advantages (bodkin point) that can be applied to throwing darts or spikes or shurikens?
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Old 08-18-2018, 10:52 PM   #4
Toptomcat
 
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Default Re: Maximizing Throwing

High levels of Quick-Draw would also be a necessity, and use of the 'Rapid Fire with Thrown Weapons' optional rule on Martial Arts. p. 120 may be useful.
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Old 08-19-2018, 03:27 AM   #5
Stelknecht
 
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Default Re: Maximizing Throwing

Oh, that's good. The rapid-fire-throwing, that is. With a 250 point budget, tho, extra attack is in the options, and that would allow two full power attacks/second.
I did think of Fast-draw, but didn't think to include it.

One I saw (indirectly) was a reference to "Heroic throwing" by Kromm. Basically the heroic archer, but for thrown weapons. I can't find that thread/pyramid, but that sounds like stuff that'd apply well. I believe it was Peter Dell'Orto's blog.

Seems like it'd be easy and relevant to just file the serial numbers of Heroic archer tho, and say it works the same.
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Old 08-19-2018, 05:30 AM   #6
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Default Re: Maximizing Throwing

Quote:
Originally Posted by Stelknecht View Post
One I saw (indirectly) was a reference to "Heroic throwing" by Kromm. Basically the heroic archer, but for thrown weapons. I can't find that thread/pyramid, but that sounds like stuff that'd apply well. I believe it was Peter Dell'Orto's blog.

Seems like it'd be easy and relevant to just file the serial numbers of Heroic archer tho, and say it works the same.
That's "Heroic Thrower" in Pyramid 3/89 "Alternate Dungeons II", page 18.

The most powerful (in my opinion) option it gives is the amount of stuff you can throw every turn. With Weapon Master and high Fast-Draw skill, you can throw 6 shuriken (or knives, or whatever) per turn, at a mere -3 to skill. Now that's a lot of dice to roll! (and a lot of critical successes and failures, most likely)
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Old 08-19-2018, 07:58 AM   #7
Stelknecht
 
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Default Re: Maximizing Throwing

Heh, totally true. Does seem as tho the thrower guy might have to swamp with volume or try really hard for eye/throat/vital shots.

Would you guys allow a Fantasy 250 point game to use Super-throw? That'd be the easiest way to amp up damage, but I'd consider it to be a Superhero advantage.
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Old 08-19-2018, 08:24 AM   #8
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Default Re: Maximizing Throwing

One more idea, if you're willing to play with house rules: My suggestion for boosting throws with All-Out Attack (Strong), and with plain old running.

http://www.gamesdiner.com/rules-nugg...ke-you-mean-it

(It's written as an option for any character, not just hurling specialists. But Throwing Masters would of course get the most practical use out of the options.)
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Old 08-19-2018, 10:10 AM   #9
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Default Re: Maximizing Throwing

Quote:
Originally Posted by Stelknecht View Post
Heh, totally true. Does seem as tho the thrower guy might have to swamp with volume or try really hard for eye/throat/vital shots.

Would you guys allow a Fantasy 250 point game to use Super-throw? That'd be the easiest way to amp up damage, but I'd consider it to be a Superhero advantage.
I would as a Power-Up, which basically just means the GM gets to build it with whatever limitations and enhancements he sees fit. But it's DF, which means silliness. So yeah, Id call that a legit base for a power-up.
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Old 08-19-2018, 11:51 AM   #10
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Default Re: Maximizing Throwing

Quote:
Originally Posted by Stelknecht View Post
Heh, totally true. Does seem as tho the thrower guy might have to swamp with volume or try really hard for eye/throat/vital shots.

Would you guys allow a Fantasy 250 point game to use Super-throw? That'd be the easiest way to amp up damage, but I'd consider it to be a Superhero advantage.
It was also used in GURPS Thaumatology: Chinese Elemental Powers
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