Post
Wed Nov 28, 2012 9:51 am
The difficulty on double-throwing is the anatomy of a throw - try throwing two baseballs at once and see how much power and accuracy you have. A one-two throw is more workable.
Standard two-weapon penalties, plus you lose a range step (thrown weapons: no short range, medium range 10, long range 20 (weapons)/30(flasks)). damage penalties may apply. As a note, this would be more viable (and dangerous) for flaming oil, as a direct hit is not always needed. range-step penalty could be waved if you assume a one-two throw.
Two-weapon shooting (hand crossbow, light crossbow at -2(?), small firearms) could work on a similar approach.
Oh, and all of this is without Dexterity correction for two-weapon fighting. No double-dipping on bonuses.
All of this is assuming a single target, or generously two targets in the same line of sight. Additional penalties should apply to shooting/tossing at multiple/widespread targets in the same volley (if allowed at all). That trick where you draw a two-gun rig and shoot people on different sides of a corner? You have to get your aim estimated for each(call it a round of lining up your targets), get initiative, and still roll really well. Keep that in mind for your Wild West and Steampunk supplements.
Jumping out of a hole and crossbowing several people? Surprise, point-blank range, double-crossbows, and luck
(hey, I liked Willow).
Crap. double-crossbows.
I leave traditional multishot as an exercise for someone else to contemplate.