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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="Bawylie" data-source="post: 7589023" data-attributes="member: 6776133"><p>The way I handle these sorts of things -</p><p></p><p>Anytime a character wants to go further than what’s allowed by the rules, I call for an ability check. That provides a base level. </p><p></p><p>You want to go 30 ft on your round? Fine no problem - but 30 MORE feet is a DC 15 STR (athletics) check to avoid having to use the dash action. On a success, you cover the distance and don’t have to expend your action. On a fail, you cover the distance but you used your action to dash. </p><p></p><p>In a fastball special scenario, whoever’s turn it is makes the Strength (athletics) check and whoever’s turn it is not can use their reaction to give advantage to the check. Doesn’t matter if they’re the thrower or the throwee. </p><p></p><p>On wolverine’s turn he calls the fastball special, picks a spot and I ask for a roll. Colossus (who must consent to the move) can use his reaction to grant advantage on wolverine’s check. </p><p></p><p>Alternately on Colossus’ turn, he can tell wolverine he wants to toss him, Colossus makes the strength check, and Wolverine can use his reaction to grant advantage. </p><p></p><p>I generally stick to dc 15 to exceed your limits, but no more than an action could grant, and DC 20 to exceed your limits well past that but at the cost of an action anyway. Take a climb of 60 feet. Ordinarily not possible in a single round, but if you make a DC 20 STR (athletics) check, you can make it. </p><p></p><p>With those as guidelines I’ve covered a bunch of stuff at the table. Including an Aragorn/Gimli toss, aka fastball special.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7589023, member: 6776133"] The way I handle these sorts of things - Anytime a character wants to go further than what’s allowed by the rules, I call for an ability check. That provides a base level. You want to go 30 ft on your round? Fine no problem - but 30 MORE feet is a DC 15 STR (athletics) check to avoid having to use the dash action. On a success, you cover the distance and don’t have to expend your action. On a fail, you cover the distance but you used your action to dash. In a fastball special scenario, whoever’s turn it is makes the Strength (athletics) check and whoever’s turn it is not can use their reaction to give advantage to the check. Doesn’t matter if they’re the thrower or the throwee. On wolverine’s turn he calls the fastball special, picks a spot and I ask for a roll. Colossus (who must consent to the move) can use his reaction to grant advantage on wolverine’s check. Alternately on Colossus’ turn, he can tell wolverine he wants to toss him, Colossus makes the strength check, and Wolverine can use his reaction to grant advantage. I generally stick to dc 15 to exceed your limits, but no more than an action could grant, and DC 20 to exceed your limits well past that but at the cost of an action anyway. Take a climb of 60 feet. Ordinarily not possible in a single round, but if you make a DC 20 STR (athletics) check, you can make it. With those as guidelines I’ve covered a bunch of stuff at the table. Including an Aragorn/Gimli toss, aka fastball special. [/QUOTE]
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How do YOU handle a Fastball Special, and other team manuevers?
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