History of throwing skill and weaponrySo back in olden times, throwing weaponry used the old throwing weapon formulas which no one liked to try to understand, but with decent stats, throwing weapons did good damage quickly. And don't forget to enchant your ammo!
Moving up to .15's ranged weapon reform, throwing weapons used melee formulas. Bows/Crossbows/Slings used melee weapon damage formulas, while throwing used unarmed's mechanics: +1 base damage per skill level, starts at 10 aut delay, and gets 1 aut faster for each 5.4 skill. This means that javelins with a base damage of 10, got up to a base damage of 37 at 27 throwing. This is rightfully overpowered, assuming you have enough javelins to keep using them. It also meant that you could pick up large rocks on a troll or ogre, and throw them with 0 skill in only one turn's time. Accuracy sucked, but nothing got double turns against you, so it was safe to try. With 5-10 skill, they were definitely powerful, and could be thrown in less than one turn.
So in .17, throwing aptitudes got considerably nerfed to try to reign in the power level of throwing weapons. They were still as powerful as before, but it'd take a bit longer to get there. I named my .17 clan after this change:
A farewell to throwing aptitudes. Due to the amazingness of this name, we won the tournament (I kid, I kid). Aptitudes changed were:
- Centaur, Halfling, and Kobold go from +3 to +1;
- Ogre, Spriggan, Tengu, High Elf, and Deep Elf go from +1 to 0;
- Hill Orc and Gargoyle go from 0 to -1.
Edit: the spoiler below contains the rest of the original post. It is spoilered as it is factually inaccurate - correction below (and in the replies which pointed it out in the first place).
Ultimately, it was decided that even though it's now slower to become completely absurdly powerful, throwing shouldn't be super incredible, and so it was moved off of the unarmed combat formula to a normal melee weapon formula. Javelins are now always 10 base damage, although throwing skill will give it a bonus just as melee weapons do. Still, at 27 throwing that bonus is roughly x2, and so you end up with ~20 damage javelins, not 37 damage javelins.
So this leads us to today's state: We have nerfed aptitudes because it used to use unarmed combat's formulas and became too strong, but we now use melee weapon formulas and it never gets that strong. Large rocks now require 2 turns to throw, and an absurd 26 skill to be thrown quickly (7 auts). Javelins require significant skill investment to get a ranged attack no more powerful than a flail, and this is the *best* throwing weapon available to any non-large race. Tomahawks are largely useless in terms of dealing damage - you can use them for brands or just to get monster's attention, but I challenge you to show me any character who decided to go Tomahawks as their main "killdudes" method.
In short, throwing sucks.
What should we do about it?I think throwing needs to be reworked and buffed, and hopefully if you read the above you agree. However it's somewhat less clear how to do so. So if you agree that "throwing should be buffed somehow" then I've already accomplished my goal. I'm not super worried about the specifics for how it's improved, but here's some suggestions:
I think returning to unarmed combat's formulas is likely too strong. Unarmed scales too well to be used for attack that has range 7.
Raise the base damage of javelins to somewhere in the 12-14 range, and/or lower the skill required to reach min delay.
Large rocks should have their base delay lowered, I'd argue for a significant decrease, to something like 16 auts (currently: 20). This would only require 18 throwing skill for min delay. While large rocks are plentiful, they usually are secondary to melee, and investing 18 skill in a secondary skill is more than enough commitment. You will eventually run out of them if you attempt to use them as a primary offense.
Consider buffing some species' throwing aptitudes, either reverting some of the .17 changeset, or just holistically looking over the species and considering who would be interesting to make good at throwing weapons. Merfolk are well known for using javelins, yet the player species has 0 throwing, for example. I suppose that's higher than the -2 they have in the rest of the ranged weapons, though...
Some or all of these can be combined, but at least something should be done or else throwing skill is largely useless for dealing damage, which limits character choices. I suppose a needle stabber will still train throwing, at least

Post spoiler: So it turns out that throwing still uses the unarmed combat formulas for damage (+1 base per skill) only; the delay formulas use actual weapon delay (-1 aut per 2 skill). This makes even lower damage weapons like stones, and especially decent things like javelins, worthwhile at high skill. If you're going to use throwing seriously I'd still say you want fairly high skill, but it can be pretty decent even at low levels of skill.
Apologies for not realizing it used a mix of unarmed/weapon formulas. If anything, it might be a bit too strong currently! *whistles innocently* Nothing to see here, move along.