SinsI wrote:Bad idea that have been tried and rejected - throwing once was part of Evaporate and was subsequently removed.
For evaporate it was almost useless, only added a small problem if you targeted monsters in corridors or open spaces... and you could always target empty spaces. So it's a bad example
SinsI wrote:2) It will make early game for conjurers slightly harder, good thing, IMO
Early game for (non-wizard) conjurers is much harder than for everyone else - those 3 MP they start with are often not enough to even finish off a single monster!
You have to turn everything else but spellcasting off and victory dance to hell just to get it to something decent.
When conjurers have 3MP they use only magic dart... And when conjurer gets to the 3rd level he gets conjure flame\mephitic cloud and life become easy for a long time. If you don't get terribly unlucky on DL1 conjurers are easy in an early game. For me it's one of the easiest backgrounds to start
SinsI wrote:1) Many races that have good throwing have bad conjurations and vice versa. So this will create interesting choices.
And that's for a reason - they are redundant, every turn you either throw something at enemy or conjure something at them; you can't use them at the same time.
I use them at the same time pretty often
1) On DL1 I throw random crap at rats when I have that 3MP. Try it. It's better then turning off conjurations
2) Even dedicated conjurers should use darts of dispersal, throwing nets, curare needles, poisoned things (before they find a book with sting). Few levels in throwing is not that expensive
3) I often train conjurations only to get conjure flame or mephitic cloud. Both are very useful for a hybrid. My ogre wizards love to conjure flame and then stone monsters to the death.
4) And I offer to add one more situation when it's useful to have both.