# Throwing martial arts

**URL:** <https://discourse.cataclysmdda.org/t/throwing-martial-arts/15757>\
**Category:** The Drawing Board\
**Tags:** trainwreck\
**Created:** [June 23, 2018, 6:51am UTC](https://discourse.cataclysmdda.org/t/throwing-martial-arts/15757 "2018-06-23T06:51:42Z")\
**Posts on this page:** 1\
**Showing post:** 32

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**Author:** ![Aabbcc](https://avatars.discourse-cdn.com/v4/letter/a/43a26b/32.png) [@Aabbcc](https://discourse.cataclysmdda.org/u/Aabbcc)\
**Post date:** [June 24, 2018, 2:09am UTC](https://discourse.cataclysmdda.org/t/throwing-martial-arts/15757/32 "2018-06-24T02:09:45Z")

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(this is more of an in-general reply to your last few posts than to this post in particular)

When I first brought up adding special effects to throwing earlier on the thread, as a way to do less damage but retain some usefulness at low levels as a way to shoehorn throwing as a backup skill rather than a primary one, I also brought up a concern with it:

Namely, that some work would need to go into preventing stun-locking and similar issues.

It is also a little tougher than adjusting the damage curve to some desired value, it’s harder to give value to special effects and say how much damage they are worth in compensation, tho this is not an unbeatable task.

What are your thoughts on how to prevent those issues? What should the proc-rate of special effects be, roughly? How it should behave as the skill levels and across weapons?

Me? I am of the thought that ‘early’ weapons such as thrown rocks and sticks would be more ‘disable/delay’, so that low throwing is a backup skill to disable/delay foes before either running away or finishing the enemy with some other weapon, while later weapons like throwing axes would be more killing tools.

> [@Throwing debate](https://discourse.cataclysmdda.org/t/throwing-debate/15729/70):
>
> But you can learn to be EXCEEDingly good at a different bow, and never learn that skill, same as you can learn to be really good at throwing, but never learn to manipulate the spin. The inverse is not true however. You can only learn those sub-skills by being good enough at their base skill to even be able to learn them. So IF it DOES split, then it would have to be a unlockable skill, one that is only trainable AFTER the base skill is at a level sufficient enough for reliable results to be tweaked, or the easier way, of just learning it as an extention of the practice that got you good enough in the first place.
> 
> So, things like that should be a post level ‘8’ (or whatever) that it actually starts to have effect, which would be better imulated by having a bit of code that only starts to kick in at higher levels, having no effect at lower levels. A sort of mastery that gives something similar to crit bonuses. especially with throwing.

Ugh, I agree that such a split would be terrible. It’d be far more natural to unlock the effect at certain skill levels rather than split the skill. If the skill is split weapon-wise, something I’m not convinced there’s enough weapons in the category to justify, then _in effect,_ becoming good enough to do special tricks with weapons of skill A would not give you anything for weapons of skill B.

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