# Throwing debate

**URL:** <https://discourse.cataclysmdda.org/t/throwing-debate/15729>\
**Category:** The Drawing Board\
**Created:** [June 18, 2018, 7:24pm UTC](https://discourse.cataclysmdda.org/t/throwing-debate/15729 "2018-06-18T19:24:43Z")\
**Posts on this page:** 1\
**Showing post:** 52

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**Author:** ![darktoes](https://avatars.discourse-cdn.com/v4/letter/d/b9e5f3/32.png) [@darktoes](https://discourse.cataclysmdda.org/u/darktoes)\
**Post date:** [June 23, 2018, 6:44pm UTC](https://discourse.cataclysmdda.org/t/throwing-debate/15729/52 "2018-06-23T18:44:14Z")

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No idea, but I assume fairly low skill, since it seemed to be a earlygame concern. Reducing the exp rate for throwing seems like a good fix for that though, especially considering how slowly most other combat skills go up.

> [@Litppunk](#):
>
> I think its easy to forget that this is largely because we are used to thinking of more modern compound bows and the like that fire more straight forward a maner rather than the fluctuating, flexing arrows that would be used when slings were most prevelent.

Centrefire bows can be more accurate, but most modern bows still deal with arrow flex, it’s just a matter of getting arrows of the right flexibility for the poundage of your bow. The reason people are more accurate now is mostly down to sights and material quality.

> [@VictorSegall](#):
>
> Nearby, sure. By the OP’s model, at a range of 60ft for an expert.

Sounds good to me.

> [@VictorSegall](#):
>
> It’s more tied up in melee than I expected. Could probably do melee forms for axe and javelin now, but that’s a huge aside.

Martial arts are still martial arts, not proficiency with particular weapons. If you can find a real world martial art that specifically uses axes or javelins, make it for the game. That’d be awesome.

> [@VictorSegall](#):
>
> Never expected to do it like that. I did think the existing code would be more generic. Throwing styles. Patterned after how martial arts are implemented. In design, not literal fact.

Exactly. Codewise I don’t see how you could limit weapon use to something specific and I don’t think martial arts is the way to go about it. Possibly traits, like the one for marshals? A sling proficiency trait?

> [@VictorSegall](#):
>
> Wrong comparisons. They just don’t fit you. Nothing wrong with that.

It’s not that they don’t fit, it’s just that lategame an A7 rifle with a pile of bionic power and a metabolic interchange CBM kicks the crap out of a pile of throwing axes, or whatever the equivalent throwing weapon would be.

> [@VictorSegall](#):
>
> Versus the living. Besides, sling throws break bone and tear flesh.

In that case torn flesh isn’t going to make any difference either, and arrows tear flesh better than rocks. Bones might be a problem, but if we limit damage to anything that breaks bones suddenly 99% of weapons are useless.

> [@VictorSegall](#):
>
> Therefore, throwing styles\arts, following the design and reusing some code from martial arts.

Those sling bullets aren’t pebbles, and I’m not convinced they were as powerful as a .44. Not from Daily Mail, anyway. I suppose you could have a martial art to boost sling damage, but that seems like a buff for the sake of a buff. It’s not really a martial art so much as proficiency with a weapon.

Throwing arts would be even more random. One for each type of throwing weapon? Of which we have all of 3? 4?

> [@VictorSegall](#):
>
> Martial art, and throwing art. Axe has both.

A martial art just for tomahawks seems arbitrary, and I don’t see how you could have multiple throwing styles.

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