Episode #125 of the Stack Overflow podcast is here. We talk Tilde Club and mechanical keyboards. Listen now
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You "wield" the weapon when you attack or throw with it, not simply when it's in your hand.

It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle.

It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over.

Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost.

Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over. It's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisiplinedundisciplined to do more than graze you at level 5, for instance).

Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost.

You "wield" the weapon when you attack or throw with it, not simply when it's in your hand.

It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle.

It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over.

Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost.

Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over. It's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisiplined to do more than graze you at level 5, for instance).

Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost.

You "wield" the weapon when you attack or throw with it, not simply when it's in your hand.

It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle.

It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over.

Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost.

Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over. It's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisciplined to do more than graze you at level 5, for instance).

Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost.

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You "wield" the weapon when you attack or throw with it, not simply when it's in your hand. 

It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle. 

It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over. 

Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost. 

Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over, it's. It's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisiplined to do more than graze you at level 5, for instance). 

Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost. 

You "wield" the weapon when you attack or throw with it, not simply when it's in your hand. It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle. It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over. Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost. Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over, it's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisiplined to do more than graze you at level 5, for instance). Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost.

You "wield" the weapon when you attack or throw with it, not simply when it's in your hand. 

It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle. 

It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over. 

Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost. 

Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over. It's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisiplined to do more than graze you at level 5, for instance). 

Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost. 

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You "wield" the weapon when you attack or throw with it, not simply when it's in your hand. It may no longer be in your hand but the attack and damage rolls signify the attempt and everything to do with it, not just physics and angle. It was with that one hand that you threw it and with that one hand that you made the attack; it did not cease to be a one-handed attack and become an independent act of the axe itself when physics took over. Moreover, the technique of the throw and the strength and precision behind the throwing arm are contributing factors to the attack's damage, so the dueling style makes sense as a boost. Remember, stats in RPGs aren't just a measure of power--they're an abstraction of all the factors that go into every event that occurs in combat. Your HP isn't just a measure of how many cuts you can take before you arbitrarily fall over, it's a counterbalance to the threat that attacks you that determines how much relative harm can be inflicted on you buy those thing (an attack that would dismember you at level 1 is too slow or undisiplined to do more than graze you at level 5, for instance). Same with the Duelist fighting style: it's not an arbitrary point bonus for holding something in one hand, it's an abstraction of the edge that mastery in a specific combat discipline gives you. You're more dedicated to one-on-one melee; attacks become more precise and do a better job of picking out weak spots and vulnerabilities, hence the damage boost.