T&D should never be used in the field of play as a risk/reward design element. Too punitive relative to other offline throws. As in ball golf, it should only be involved when players throw off the course property and hopefully there are few property lines near fairways.
If we had a game where there were two levels of poor throws similar to rough and heavy rough in ball golf, T&D might make sense as the second tier of bad shot. For example, imagine double lined fairways on both sides where if you landed in between the lines on either side, you got an OB penalty but still threw from that lie. If you threw beyond both lines, it would be T&D where you rethrew plus got a penalty.
This design structure would provide stepped risk/reward that matched the badness of a throw where there was a 1-shot penalty zone then a 2-shot penalty zone with just 1 shot increase when crossing the next border. The problem with T&D as part of our current course risk/reward structures is a slightly offline shot goes from being good to 2 shots worse being only an inch farther off line. That 2-shot step is not justified and is too much for smooth scoring separation.
The evolution of hole 17 at Winthrop over the years has illustrated this point. In the earlier versions using T&D penalties from the tee (even with a drop zone after 2 misses), it produced a scoring distribution with lots of 2s and 4s (and 6s and 8s and a 17 or two) and hardly any 3s on what was supposed to be a par 3 hole. Even on ball golf island holes, they have more 3s than 2s or 4s and they never require Stroke & Distance penalties. There's always an optional drop zone.
The more recent versions of hole 17 with the optional lay up area used frequently when T&D was the rule or the buncr rule used for a few years produces more 3s than any other score and the scoring distribution has become more normal.
Last edited by Cgkdisc; 10-10-2012 at 01:55 PM.