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In my current system, every action is a skill check, even in combat. Every attempt is d20 + skill vs. a flat value or an opposing roll. Fixing a robot or destroying it, stabbing someone or sticking them with a needle-full of adrenaline, it's all a skill check. Everything is done with a d20 and I've managed thus far to avoid all other dice, which is a major priority in this system.

That said, I'm having trouble figuring out how to handle thrown weapons. I would prefer to handle tossing a grenade and throwing a knife with the same skill, but I realize that they are very different actions. I'm not sure what methods have been developed to handle throwing/tossing in other systems, and I'm pretty sure D&D 3.5 and 4E don't cover tossing at all.

I would appreciate any ideas or examples of how this problem has been solved before. Even an idea that doesn't work 'as is' might be inspiration for a mechanic that fits perfectly into my ultra-light combat/skill system.

Note: A character's Thrown score is equal to their Balance modifier plus the number of points they've spent on their Thrown skill. This is similar to spending points on Acrobatics and adding your Dex in D&D 3.5. Additionally, the skill only determines the chance to make the hit. Damage is not skill-based and an existing part of the system already covers it.

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closed as not a real question by BESW, gomad, Phil, wraith808, wax eagle Jun 19 '13 at 15:50

It's difficult to tell what is being asked here. This question is ambiguous, vague, incomplete, overly broad, or rhetorical and cannot be reasonably answered in its current form. For help clarifying this question so that it can be reopened, visit the help center.If this question can be reworded to fit the rules in the help center, please edit the question.

Welcome to the site! Please take a look at the help; it gives a good feel for what this site's about. Unfortunately, this question is asking for discussion instead of asking something that can get a specific answer. If you can edit it so that it's more specific and less discussiony, that'd be great. Once you have 20+ rep, you can join the chat and have more open-ended discussions there! –  BESW Jun 19 '13 at 6:53
"The wielder applies his or her Strength modifier to damage dealt by thrown weapons (except for splash weapons). Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet." - d20srd –  BESW Jun 19 '13 at 6:54
I've added two lines of clarification to the note involving damage. –  Jack Stout Jun 19 '13 at 7:00
D&D 3.5 actually addresses both thrown weapons (like daggers) and splash weapons (like grenades). I linked the relevant page above, along with the thrown weapons rules. If this isn't helpful, please edit your question so that it's in line with the guidelines presented in the help. In particular, right now it sounds like you're asking to participate in a discussion. If you really need assistance workshopping this, we can get you into a chat room for that purpose. –  BESW Jun 19 '13 at 7:41
Its always going to be difficult when the question is basically 'how can I model this in the system I'm designing' as its too open ended. One thing you could do is present an approach to modelling it and ask for the pros and cons of what you've presented. That would narrow the scope sufficiently I think to make it fit with what the site requires. –  Phil Jun 19 '13 at 8:01

2 Answers 2

Having thrown both knives and grenades, I'd say the two are not the same skill (furthermore javeling throwing is not similar to either knife nor grenade throwing).

A thrown knife is, typically, fairly light, spins and needs to impact point-first. This requires careful co-ordination between throwing speed and spin on the knife. A grenade is typically fairly heavy (estimate "a pound and a bit"), needs to get a fair distance away from you, needs to be accurately placed and typically has a "ballistic" rather than "direct" trajectory.

I guess that may be a bit too simulationist, though. One way of modelling it would be to have broad attack skills, with "familiarity penalties" (you need to have practised with W for H hours, one game session or similar, otherwise, you are at "half skill"). Personally, I would do that for all attack skills (so if your fighter transitions from a long-sword to that juicy enchanted two-hander half-way through a session, she'll be at a disadvantate for the rest of the session).

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Shamelessly stealing the idea from a bulgarian RPG, I would propose a combination of skill rolls.

The example in the book described that while throwing a knife requires a skill roll, "throwing a knife, while standing on your hands on a galloping horse during an earthquake" requires throwing against all of the skills and taking the lowest result (note that this is different from taking the lowest skill and throwing with it).

So, possibly, throwing a knife a granade could require throwing skill + some other skill. Or maybe it gets too complicated this way. I dunno.

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It would be quite cool to mention the RPG. –  LIttle Ancient Forest Kami Jun 19 '13 at 13:08
"Ендивал" :). I am not sure that my citation of the rule is quite correct, though. –  Vorac Jun 19 '13 at 14:03

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