tag:blogger.com,1999:blog-2208890564265615027.post60747565039302340..comments2024-03-08T19:47:41.485+11:00Comments on Ascii Dreams: ThrowabowAndrew Doullhttp://www.blogger.com/profile/11099404183952971291noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-2208890564265615027.post-83681179716795997222010-07-27T01:42:28.642+10:002010-07-27T01:42:28.642+10:00I really dislike it in a rogue-like game when I ca...I really dislike it in a rogue-like game when I can throw arrows as effectively as shoot them. It breaks my suspension of disbelief. Which is a weird thing in a rogue-like, but its true.<br /><br />When I've designed these systems I've usually ended up breaking out thrown, fired, and wielded damage, or just not allowing things to be thrown. Alternatively, I once played around with a simple throw penalty modifier for all items which works pretty well, too.<br /><br />I've also found I usually ended needing a thrown and fired range to be separate, usually because I wanted certain ammo to add range bonuses (griffon feather arrows) when fired, but not when thrown.<br /><br />As Yobgod said I've always assumed traps where firing arrows from something close enough to bow or spring-loaded something that it would count as a fired weapon.Four Handshttps://www.blogger.com/profile/09279025536551079705noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-49485286739145725802010-07-26T07:37:57.283+10:002010-07-26T07:37:57.283+10:00I suppose I believe the opposite; you should be ab...I suppose I believe the opposite; you should be able to dual-wield ammunition if you wish. Missile weapons should stack bonuses on top, in my opinion. Adding penalties just seems more arbitrary, I guess.Sid Menonhttps://www.blogger.com/profile/01808222583111622424noreply@blogger.comtag:blogger.com,1999:blog-2208890564265615027.post-22791763702548898792010-07-24T01:42:21.297+10:002010-07-24T01:42:21.297+10:00The perceived abuse from throwing ammo is that the...The perceived abuse from throwing ammo is that there are weapons designed to be thrown, weapons designed to be launched, and weapons designed to be used in hand, and they typically IRL don't work well when used in a way they aren't designed to. That said, you generally -can- throw a greatsword, or crossbow bolt, and have some effect, but giving then full effect seriously diminishes actual throwing weapons.<br /><br />I'd suggest that throwing a "non-throwing" weapon (including ammo) has a fixed range shorter than that of thrown or fired weapons, does significantly less damage than usual and may not get the full effect of any bonus.<br /><br />As far as traps go, one generally assumes the trap uses the weapon/ammo in the way it was intended (swung, thrown, stabbed, fired), so full damage and bonus is always applicable.Sir Yobgod Ababua the Handlesshttps://www.blogger.com/profile/01880522667399635154noreply@blogger.com