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<blockquote data-quote="howandwhy99" data-source="post: 3041782" data-attributes="member: 3192"><p>Actually, I'm hoping to stick to the Core Rules as much as possible. House Rues are fine, but learning the lmits and potential new uses of the rules as written can be illuminating.</p><p></p><p>+3 size bonus? I'd say +4 for Diminutive. </p><p></p><p>Here are the statistics for a Baseball: AC = 10 + 4 (size) + Dex. Hardness = 2, Hit Points = 15. Though in truth I'd raise the modern day balls a higher HD. Maybe 5 like a wooden sphere. As for Range, I like the 40ft mentioned in the post above.</p><p></p><p>The real difficulty comes in with the Dexterity Modifier. Objects in flight are animated (though when the PBH refers to smashing inanimate objects on p.165 it's using a rather common D&D term). Inanimate objects have 0 Dexterity, a -5 modifier. In addition they receive an additional -2 AC penalty. Maybe this is for inability to dodge? Got me. Full round actions to hit are automatic for melee and +5 when ranged.</p><p></p><p>So does speed or maneuverability have some direct relation to Dexterity? Monk speed and Bonus to AC don't really match up. "Animated Object" Monsters do have dexterities based upon size. (10 Med and + or -2 for every category lower or higher). That method would give a baseball in motion Dexterity 16. Is that where you get the +3? I'm still not sure this is an imbedded core rule.</p><p></p><p>Opposed attack rolls as you suggest is a good solution, but it is a house rule. The pitcher gets a +4 for object size and a -2 for distance thrown (60' 6"). That's a +2 overall. The batter makes a straight melee attack roll.</p><p></p><p>I like your rule, but it doesn't take into account objects in flight that weren't thrown by an attacker. What would be the opposed check to bat a ball that had been batted at you? What about "Beware of falling rocks"? Sometimes objects do not have an attacker (pitcher).</p><p></p><p>I was thinking a Dexterity check (or a Dex skill) to keep it simple. The DC could be set by the DM or by the ranged attack roll. A combat attack doesn't seem to fit in my mind. But the basing it on strength may be appropriate. See the second situation below: </p><p></p><p>Here's a situation: A PC 30' away yells "Throw me the sword!". You throw him the sword he had dropped. Not too hard. That's a Ranged touch attack. But what does he roll to catch it? A Dex check seems simple - maybe a DC:10. If the thrower missed, the amount missed by could modify the DC?</p><p></p><p>Here's another situation: A PC is running from a monster. His friends are 30' below and one yells "Jump! We'll catch you!" They have Readied actions to do so. The PC jumps directing himself at his friends. A simple Jump check. But what do the friends roll to catch him? Is he treated as a falling object? Is he still a creature who then provokes AoOs?</p><p></p><p>IMO the bat as Ranged weapon works better here. 1 pt / 10' of travel is a house rule while the other is core. Not trying to be pedantic, just working within the core.</p><p></p><p>The ability of the batter to aim the hit is in question though. Your idea to use the Power Attack feet to determine direction instead of damage is pretty smart. </p><p></p><p>So, a melee attack determines the whether the ball is hit. A ranged attack determines where the batter aims it. And the distance of his target is the AC affected by range increment. I guess I'd give the location the batter's aiming at a 10 -7 AC from "Smashing Inanimate Objects". I'm not sure about the size modifier. Probably best to keep it 0. I like the 40' range increment too. 10 increments put the center outfield wall at the edge of the farthest increment. And that's with a -20. Any farther and you have to get lucky. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I'd be leery of allowing "Catching" as a free action in my game. This is really all to learn how to apply it in game. I'm not sure about the range increment affecting the outfielder's ability to catch the ball. It seems to me an infielder is going to have a much harder time catching or even stopping a hit ball than an outfielder. Pop up are actually easier than a speedball hit near the shortstop. For popups a spot check for getting caught in the lights could be nice. Otherwise DM set Dex check is my own answer. </p><p></p><p>Well thanks for your answers.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 3041782, member: 3192"] Actually, I'm hoping to stick to the Core Rules as much as possible. House Rues are fine, but learning the lmits and potential new uses of the rules as written can be illuminating. +3 size bonus? I'd say +4 for Diminutive. Here are the statistics for a Baseball: AC = 10 + 4 (size) + Dex. Hardness = 2, Hit Points = 15. Though in truth I'd raise the modern day balls a higher HD. Maybe 5 like a wooden sphere. As for Range, I like the 40ft mentioned in the post above. The real difficulty comes in with the Dexterity Modifier. Objects in flight are animated (though when the PBH refers to smashing inanimate objects on p.165 it's using a rather common D&D term). Inanimate objects have 0 Dexterity, a -5 modifier. In addition they receive an additional -2 AC penalty. Maybe this is for inability to dodge? Got me. Full round actions to hit are automatic for melee and +5 when ranged. So does speed or maneuverability have some direct relation to Dexterity? Monk speed and Bonus to AC don't really match up. "Animated Object" Monsters do have dexterities based upon size. (10 Med and + or -2 for every category lower or higher). That method would give a baseball in motion Dexterity 16. Is that where you get the +3? I'm still not sure this is an imbedded core rule. Opposed attack rolls as you suggest is a good solution, but it is a house rule. The pitcher gets a +4 for object size and a -2 for distance thrown (60' 6"). That's a +2 overall. The batter makes a straight melee attack roll. I like your rule, but it doesn't take into account objects in flight that weren't thrown by an attacker. What would be the opposed check to bat a ball that had been batted at you? What about "Beware of falling rocks"? Sometimes objects do not have an attacker (pitcher). I was thinking a Dexterity check (or a Dex skill) to keep it simple. The DC could be set by the DM or by the ranged attack roll. A combat attack doesn't seem to fit in my mind. But the basing it on strength may be appropriate. See the second situation below: Here's a situation: A PC 30' away yells "Throw me the sword!". You throw him the sword he had dropped. Not too hard. That's a Ranged touch attack. But what does he roll to catch it? A Dex check seems simple - maybe a DC:10. If the thrower missed, the amount missed by could modify the DC? Here's another situation: A PC is running from a monster. His friends are 30' below and one yells "Jump! We'll catch you!" They have Readied actions to do so. The PC jumps directing himself at his friends. A simple Jump check. But what do the friends roll to catch him? Is he treated as a falling object? Is he still a creature who then provokes AoOs? IMO the bat as Ranged weapon works better here. 1 pt / 10' of travel is a house rule while the other is core. Not trying to be pedantic, just working within the core. The ability of the batter to aim the hit is in question though. Your idea to use the Power Attack feet to determine direction instead of damage is pretty smart. So, a melee attack determines the whether the ball is hit. A ranged attack determines where the batter aims it. And the distance of his target is the AC affected by range increment. I guess I'd give the location the batter's aiming at a 10 -7 AC from "Smashing Inanimate Objects". I'm not sure about the size modifier. Probably best to keep it 0. I like the 40' range increment too. 10 increments put the center outfield wall at the edge of the farthest increment. And that's with a -20. Any farther and you have to get lucky. :) I'd be leery of allowing "Catching" as a free action in my game. This is really all to learn how to apply it in game. I'm not sure about the range increment affecting the outfielder's ability to catch the ball. It seems to me an infielder is going to have a much harder time catching or even stopping a hit ball than an outfielder. Pop up are actually easier than a speedball hit near the shortstop. For popups a spot check for getting caught in the lights could be nice. Otherwise DM set Dex check is my own answer. Well thanks for your answers. [/QUOTE]
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