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How do YOU handle a Fastball Special, and other team manuevers?
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<blockquote data-quote="Hawk Diesel" data-source="post: 7588579" data-attributes="member: 59848"><p>A few thoughts:</p><p></p><p>If there are no obstacles between you, your teammate, and the target, the throw can largely be flavor. If you are being "thrown," then just use your movement speed and describe yourself as being thrown.</p><p></p><p>Now, I know the fastball special well. And in the comics, while I think Colossus provides a lot of the power, Wolverine is timing his jump off Colossus as well to maximize the distance. So if there was an obstacle, such as a chasm to leap over or a higher platform, I think I would just either A) Allow the person being thrown to double their normal long jump distance with a running start (even if they technically didn't get a running start; I would also allow this distance to be included as height too, so long as the toss wasn't just straight up), or B) Allow the person being thrown to be considered as if they are making a long jump with a running start, and add the thrower's strength score. </p><p></p><p>Also, because we are talking heroes (at least, in my games the players are more powerful and heroic than the average person), I would add 10ft for each degree bigger the thrower is than the one being tossed. So a Goliath throwing a gnome would get an extra 20ft to their toss.</p><p></p><p>Now, the extra distances assumes that the thrower is using their action to make the throw. But I also agree there should be some additional combat benefit as well. I like the idea of adding 1d6 damage per 10ft thrown. It's not a lot of damage, and its not a move that will be used every turn (especially because the thrower would have to catch up). I doubt doing this would break the game or be too abusable. I'd also say the move is impossible to attempt if there is an enemy within 5ft (though if the thrower is sacrificing themselves while tossing an ally out of danger, I'd probably allow it. Maybe give every enemy an opportunity attack on the thrower, but not the one being thrown). And if the players do start to abuse it, well I'm sure their reputation will begin to proceed them and their enemies, being smart and logical, would begin making strategic decisions to take advantage of the maneuver. </p><p></p><p>I also don't think there necessarily needs to be proficiency in athletics or acrobatics. It could be assumed that the group is practicing these team maneuvers in their downtime, so I'm ok with not requiring that. </p><p></p><p>I think I would also place the one being tossed as the one responsible for the attack roll. If they succeed, they hit and get that extra damage. But I also think that succeed or fail, the one being throw is going to land prone next to the target. It is not easy to land from a toss like that. I also might allow the one being thrown to forego they damage to either knock the target prone with them, or shove them back 10ft.</p><p></p><p>But, full disclosure, I'm much more on the lenient side as a DM, and would rather keep the action going than worry about the maneuver failing outside of the attack hitting. Unless there is some significant hazard that needs to be taken into account that could affect the outcome (like hurricane winds, icy/mudding footing, ect), I would just let the maneuver succeed and success or failure be determined solely on the hit.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7588579, member: 59848"] A few thoughts: If there are no obstacles between you, your teammate, and the target, the throw can largely be flavor. If you are being "thrown," then just use your movement speed and describe yourself as being thrown. Now, I know the fastball special well. And in the comics, while I think Colossus provides a lot of the power, Wolverine is timing his jump off Colossus as well to maximize the distance. So if there was an obstacle, such as a chasm to leap over or a higher platform, I think I would just either A) Allow the person being thrown to double their normal long jump distance with a running start (even if they technically didn't get a running start; I would also allow this distance to be included as height too, so long as the toss wasn't just straight up), or B) Allow the person being thrown to be considered as if they are making a long jump with a running start, and add the thrower's strength score. Also, because we are talking heroes (at least, in my games the players are more powerful and heroic than the average person), I would add 10ft for each degree bigger the thrower is than the one being tossed. So a Goliath throwing a gnome would get an extra 20ft to their toss. Now, the extra distances assumes that the thrower is using their action to make the throw. But I also agree there should be some additional combat benefit as well. I like the idea of adding 1d6 damage per 10ft thrown. It's not a lot of damage, and its not a move that will be used every turn (especially because the thrower would have to catch up). I doubt doing this would break the game or be too abusable. I'd also say the move is impossible to attempt if there is an enemy within 5ft (though if the thrower is sacrificing themselves while tossing an ally out of danger, I'd probably allow it. Maybe give every enemy an opportunity attack on the thrower, but not the one being thrown). And if the players do start to abuse it, well I'm sure their reputation will begin to proceed them and their enemies, being smart and logical, would begin making strategic decisions to take advantage of the maneuver. I also don't think there necessarily needs to be proficiency in athletics or acrobatics. It could be assumed that the group is practicing these team maneuvers in their downtime, so I'm ok with not requiring that. I think I would also place the one being tossed as the one responsible for the attack roll. If they succeed, they hit and get that extra damage. But I also think that succeed or fail, the one being throw is going to land prone next to the target. It is not easy to land from a toss like that. I also might allow the one being thrown to forego they damage to either knock the target prone with them, or shove them back 10ft. But, full disclosure, I'm much more on the lenient side as a DM, and would rather keep the action going than worry about the maneuver failing outside of the attack hitting. Unless there is some significant hazard that needs to be taken into account that could affect the outcome (like hurricane winds, icy/mudding footing, ect), I would just let the maneuver succeed and success or failure be determined solely on the hit. [/QUOTE]
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