uncreative
First time out of the vault
Throwing and unarmed skill would be great until you met well equipped characters. Throwing stilettos or axes at power armor would be rather retarded and since a point penetrates better than an edge and penetration is governed by force applied on the point, nobody in their right mind would spend precioust technological resources making a throwing monacle of vibro powered super neck sliceryness. They'd just make a better gun. But, throwing and unarmed should have their uses--instead of making more uber weapons to balance the skill, why not make advancement in inferior combat skills more efficient than advancement in awesome combat skills. Don't make thrown weapons a central character theme (I doubt even imaginary special forces with ninja training say "to hell with my silencer, I'm only practicing with this axe.") Make skill points invested in throwing or unarmed an investment in a complimentary skill set. It advances better, but is less useful. That way, you're more likely to have a scenario where you throw a knife at someone to buy time to draw your gun.
If throwing weapons become as useful as guns, you inject an element of retarded into the game, but, advancing a skill to make succesful targeted shots is expensive, so unless the crappy skill is more easily advanced, you'd never invest sp's you could otherwise put into guns.
If throwing weapons become as useful as guns, you inject an element of retarded into the game, but, advancing a skill to make succesful targeted shots is expensive, so unless the crappy skill is more easily advanced, you'd never invest sp's you could otherwise put into guns.