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General Tabletop Discussion
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How do YOU handle a Fastball Special, and other team manuevers?
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<blockquote data-quote="Shiroiken" data-source="post: 7588738" data-attributes="member: 6775477"><p>I think it really depends on what kind of game you want to run. The fastball special is an iconic and awesome comic book maneuver. It's appropriate in a game where the PCs are basically super-powered beings that are extraordinary by merely losing the N from NPC. It's not appropriate in a game that tries to incorporate physics or realism, because it breaks immersion. Mechanically, assuming the DM allows it, I think the best method would be to determine the character's Jump Distance using the thrower's Strength, rather than the "ball's" while the thrown character has to make a Dex/Acrobatics check to control the landing. The primary benefit is a low str/ high dex character can get a much higher/longer jump than normal at the cost of 2 actions. A simpler, but probably more abuseable option, would be to have the Thrower make an improvised weapon attack against the target (range determined by the DM), while the fastball readies to attack once within range.</p><p></p><p>In a game with realism, a better maneuver would be something like Cap helping Black Widow "catch a ride" in Avengers Assemble. She needs a higher jump that she could normally perform, which is an example of what Strength/Athletics can be used for, and Cap is providing the Help Action. Something like this is useful for getting party members over a pit, such as Aragorn tossing Gimli.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7588738, member: 6775477"] I think it really depends on what kind of game you want to run. The fastball special is an iconic and awesome comic book maneuver. It's appropriate in a game where the PCs are basically super-powered beings that are extraordinary by merely losing the N from NPC. It's not appropriate in a game that tries to incorporate physics or realism, because it breaks immersion. Mechanically, assuming the DM allows it, I think the best method would be to determine the character's Jump Distance using the thrower's Strength, rather than the "ball's" while the thrown character has to make a Dex/Acrobatics check to control the landing. The primary benefit is a low str/ high dex character can get a much higher/longer jump than normal at the cost of 2 actions. A simpler, but probably more abuseable option, would be to have the Thrower make an improvised weapon attack against the target (range determined by the DM), while the fastball readies to attack once within range. In a game with realism, a better maneuver would be something like Cap helping Black Widow "catch a ride" in Avengers Assemble. She needs a higher jump that she could normally perform, which is an example of what Strength/Athletics can be used for, and Cap is providing the Help Action. Something like this is useful for getting party members over a pit, such as Aragorn tossing Gimli. [/QUOTE]
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How do YOU handle a Fastball Special, and other team manuevers?
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