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<blockquote data-quote="Jack Simth" data-source="post: 3041265" data-attributes="member: 29252"><p>Exotic, of course; can't be a super baseball player unless you've got the focus for it. Oh, and there's a REASON baseball player's wear helmets - fastballs are lethal. Guess at weapon stats. I'd probably be more inclined to go with about a 40 foot range increment - it's designed specifically for throwing, after all, not worried overly much about damage - to deal with throwing it back from the outfield.</p><p></p><p></p><p>Try the pitcher's dexterity.</p><p></p><p>I'd be inclined to do both - the batter must hit the ball; if he has a readied action, well and good - if he doesn't, he gets an AoO as it leaves his threatened area.... if he can; take a -X circumstance penalty to the attack roll; X is picked for flavor; -5 is probably good.</p><p></p><p>Do remember, though - don't roll initiative until the pitcher actually wants to throw the ball - then everyone rolls initiative - if the batter wins, he readies an action and is not flat-footed. If the pitcher wins, the batter is flat-footed, and can't swing at it (barring Combat Reflexes) and it's a strike if the pitcher hits the strike zone. If the batter swings and misses, it's a strike. If the batter swings and hits.... well... have to ad-hock something for where it goes next..... hmm....</p><p></p><p></p><p>Take a look at the rules for giants catching boulders.... </p><p></p><p>Pick a DC. I'm guessing about 15 would be good. Perhaps require the Deflect Arrows feat for it to work properly. </p><p></p><p></p><p>It's not. Let's do something simple - x feet for every y points of damage that would have been dealt (Baseballs are immune to damage from bats....). Depending on how high a level you see baseball players, x could be 10, y could be 1, or x could be 1, y could be 10.</p><p></p><p>Permit readying a partial charge. Outfielders take Monk or Barbarian levels for the extra speed. </p><p></p><p>Basically. This delay covers the little issue of the ball's flying time - everyone gets to go before the outfielder can throw the ball infield, as he can't do that until the 2nd round.</p><p></p><p>When running, you want Monk levels, or anything else that increases your base land speed, for this very reason. Of course, he probably had to end his turn with the readied action... so he can't actually run the same round he hit the ball......</p><p></p><p>He doesn't run, he Hustles. Monks and Barbarians, for the extra speed. How long does a given baseball play usually last?</p><p></p><p>Let him use a reflex save to catch the ball, as per Giant Rock-catching - then he still has his turn.</p><p></p><p>*shrug* can't always have everything.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 3041265, member: 29252"] Exotic, of course; can't be a super baseball player unless you've got the focus for it. Oh, and there's a REASON baseball player's wear helmets - fastballs are lethal. Guess at weapon stats. I'd probably be more inclined to go with about a 40 foot range increment - it's designed specifically for throwing, after all, not worried overly much about damage - to deal with throwing it back from the outfield. Try the pitcher's dexterity. I'd be inclined to do both - the batter must hit the ball; if he has a readied action, well and good - if he doesn't, he gets an AoO as it leaves his threatened area.... if he can; take a -X circumstance penalty to the attack roll; X is picked for flavor; -5 is probably good. Do remember, though - don't roll initiative until the pitcher actually wants to throw the ball - then everyone rolls initiative - if the batter wins, he readies an action and is not flat-footed. If the pitcher wins, the batter is flat-footed, and can't swing at it (barring Combat Reflexes) and it's a strike if the pitcher hits the strike zone. If the batter swings and misses, it's a strike. If the batter swings and hits.... well... have to ad-hock something for where it goes next..... hmm.... Take a look at the rules for giants catching boulders.... Pick a DC. I'm guessing about 15 would be good. Perhaps require the Deflect Arrows feat for it to work properly. It's not. Let's do something simple - x feet for every y points of damage that would have been dealt (Baseballs are immune to damage from bats....). Depending on how high a level you see baseball players, x could be 10, y could be 1, or x could be 1, y could be 10. Permit readying a partial charge. Outfielders take Monk or Barbarian levels for the extra speed. Basically. This delay covers the little issue of the ball's flying time - everyone gets to go before the outfielder can throw the ball infield, as he can't do that until the 2nd round. When running, you want Monk levels, or anything else that increases your base land speed, for this very reason. Of course, he probably had to end his turn with the readied action... so he can't actually run the same round he hit the ball...... He doesn't run, he Hustles. Monks and Barbarians, for the extra speed. How long does a given baseball play usually last? Let him use a reflex save to catch the ball, as per Giant Rock-catching - then he still has his turn. *shrug* can't always have everything. [/QUOTE]
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