Eh, its the most recently relevent thing I’ve been thinking about, at those levels, were talking taking it into account to hit asprin pills.
Start with a simple post thresh lvl bonus to a newly created precision_bonus, On succesful precision activate weapon_thrown_special. From there it is handled purely by the weapon, and any creature resistances to those. Some weapons can opt to have a precision_fail effects of the same caliber.
Later, or as its added the ability to tip the scales/chance to the players choice, using the characters Precision towards success, or intentional failure (hitting the crasture with the handle/ blunt end) or have 3+ possibles at a later date, if its deeemed desireable. And of coarse could be expanded and tweaked EVEN further, but at that point would likely start to feel like bloat.
…
ugh… if we go the route of advanced throwing being treated as a martial art, then it needs to FEEL different than a martial art, full of auto effects, and if im not mistaken, based almosted exclusively, on having martial arts or not, not the weapon involved (correct me if Im wrong, i’ve not even done more then touch martial arts in-game yet)
And advanced throwing, is more dependent on the item, and the throwers ability to get the desired effect from it.