Melee Charecter with Javelin +1

Post/Author/DateTimePost
#1

chikennipplz

Sep 21, 2009 21:54:33

Ok the trend in my group is that all the melee folks grab a magical Javelin to have a ranged weapon.  Does anyone other groups do this?  Im actually just tired of throwing it all the time, im a freaking Minitaur Barbarin for gods sake!  I think my PC would not use this and just charge into the fight ( i have a cloak of distortion).  What are your thoughts?

#2

emperorgod

Sep 21, 2009 23:05:51

THe somewhat goofy "all thrown magic weapons return" rule and the disassociated "mark" rules make carrying a +1 javelin a very, very, l33t stratgy for any class with a marking mechanic, with no real drawback (other than price, which is negligible after level 5ish).


Every once in a blue moon you just can't get into melee range, making it kinda useful. Just get one,  you'll be glad you did.

#3

mb_webguy

Sep 21, 2009 23:11:47

It's actually historically accurate for soldiers to carry a thrown weapon or two to use at the beginning of a battle before switching to melee.  A Roman legionary generally carried two pila (singluar pilum, a sort of javelin) which he would throw into the enemy ranks before charging in to engage with gladius (i.e. short sword) and shield.  And it's a decent tactic if there's a lot of open ground between you and the enemy and your character is Strength-based.


That said, except for my warlord, my group generally doesn't follow this model.  Of the melee-oriented characters, the barbarian prefers to just charge with a double-move if necessary to enter melee with his falchion as soon as possible, the dwarf fighter also tends to use a double-move to get into melee as quickly as possible due to his lower speed, and the paladin is Charisma-based with a fairly low Strength (so tossing a heavy thrown weapon would be a wasted attack).  And the only real reason I have my character carry a javelin (actually a trident) is for the ranged encounter power (Hammer Formation from MP) I like to use to start a battle.

#4

JayM

Sep 21, 2009 23:19:14

The Fighter's ability to mark anything they attack, even on a miss, means that it's just way to efficient for a Fighter to carry some ranged weapon. And obviously they want a heavy thrown weapon, since your Str is going to be more then your Dex. That it always returns is gravy, that way they don't have to worry about having more then one ever.


For everybody else, it's just a question of having some ranged weapon for the oddball situation where you can't close with the enemy. As a Minotaur Barbarian you shouldn't get much use from one, you probably are better off double moving so you can charge sooner. But once the price is cheap, it would be silly not be carrying one. Otherwise you will eventually end up fighting a flying monsters and spend the entire fight twiddling your thumbs (or sharpening your horns as the case may be).


Jay


 

#5

pluisjen

Sep 22, 2009 1:14:20

If you're a minotaur and concerned about the javelin imagery, pick up a Throwing Axe or Throwing Hammer, those make more sense for your character and do about the same (only at shorter range I think)


They're useful for backup weapons, so your have something with range at least.

#6

Crimson_Concerto

Sep 22, 2009 1:23:05

I play a Minotaur Fighter and whenever I can't get in melee range, I just throw my Mordenkrad as an improvised weapon. I almost never hit with it but it still marks my target and it's still a magic weapon, so it returns. This is also less expensive than picking up a second weapon and doesn't screw with my actions by making me waste time drawing and stowing...

#7

pluisjen

Sep 22, 2009 2:09:38

Are you sure the section on magic weapons doesn't say "Any magic throwing weapon returns" and not "any magic weapon returns"?


I don't think that magic melee weapons are supposed to be returning...

#8

undreren

Sep 22, 2009 5:13:44

only magic weapons with the Heavy Thrown or Light Thrown properties returns...

#9

Madfox11

Sep 22, 2009 5:58:52
The biggest reason to carry a thrown weapon is for those situations where you otherwise having nother else to do. Such situations are surprisingly common, such as when dealing with flying opponents or when your character is immobilized (and if the PC has Quick Draw it becomes even more common since now Daze is included as well). The fact that magic throwing weapons return is just gravy. Still, if it really bothers you that much, nothing is forcing you to do so ;)
#10

Delazar78

Sep 22, 2009 8:33:26

The Minotaur Barbarian in our party has Giantkin Gloves, they allow him to throw a big stone for 2d8 damage.


So, first time he found a big stone, he had the Warlock enchant it as +1, and carved the letters "F.U." on it.

#11

dragondeadite

Sep 22, 2009 10:21:43


The Minotaur Barbarian in our party has Giantkin Gloves, they allow him to throw a big stone for 2d8 damage.


So, first time he found a big stone, he had the Warlock enchant it as +1, and carved the letters "F.U." on it.




Love it!  I'll have to mention this to our dwarf fighter.  He has the same gloves but tends to just throw our Warlock's familiar...


 

#12

txporter

Sep 22, 2009 11:18:10

Are you sure the section on magic weapons doesn't say "Any magic throwing weapon returns" and not "any magic weapon returns"?

I don't think that magic melee weapons are supposed to be returning...



Pick up some Dwarven Throwers for this...
#13

LordOfWeasels

Sep 23, 2009 20:26:25

What else are you going to do with a +1 weapon, circa level 4?


Having a ranged option is generally good.  Having a ranged option where you don't care about ammo and get a bonus to hit and damage is, by definition, better.  +1 weapons aren't generally worth trashing, so why *not* give them to a melee-only character as backup?

#14

Kensan_Oni

Sep 23, 2009 20:39:15

Personally, here is where I think Alchemy Rules. Nothing says "I'm manly and you should fight me" then Fire or Acid in a bottle. :D


At least, that's my personal favorite thrown weapon thingy...

#15

emperorgod

Sep 23, 2009 22:18:54

Hehe, that's a good trick with the rock...it's kind a warping thing for sieges--if your rock rule works, then archers just carry around a single +0 arrow that's been reflavored as magical, and use it repeatedly.

#16

Kalnaur

Sep 24, 2009 1:50:02


If you're a minotaur and concerned about the javelin imagery, pick up a Throwing Axe or Throwing Hammer, those make more sense for your character and do about the same (only at shorter range I think)


They're useful for backup weapons, so your have something with range at least.




My brother, in crafting his Minotaur Barbarian, Decided that axes were his thing, so much so that his first level feat was for the Execution axe.  When I asked if he wanted any ranged weapons, He asked if there were any throwing axes or hammers.  He wound up getting three Handaxes, "just in case".  Considering his background specifies he was blessed by Thor, I would have figured he would have gone with Throwing Hammers, but he prefered the idea of burrying a hatchet in someone's face at range, so yeah. 


Heavy thrown weapons, specifically for minotaurs, just really seems to be a no-brainer, and double if it seems to fit a certain pattern that you work into the character; for example a Fighter or Barbarian who just loves to see people get impaled might carry a spear and a few Javelins, Tridents or Traytnr, If they like to hear the bones crunch, then it's hammers and Throwing hammers, and if they like to slash up their opponents and leave them bleeding from huge gashes, it's axes and Handaxes or heavy blades and Handaxes.  And maybe, if you get really inventive, you use Nets. Undecided


Me? I'm just dissapointed Kukri don't have a range built in. Laughing