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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="5ekyu" data-source="post: 7589093" data-attributes="member: 6919838"><p>Regarding my AO suggestion...</p><p></p><p>"I don't think I'd go with that last part, unless those OA rolls are made with disadvantage. "</p><p></p><p>In my case, I am equating the throw to a "jump with someone else's strength". But to be more clear on how I would rule the various cases.</p><p></p><p>So I am counting it as the same as voluntary movement *if* this cooperation is willing and being used to setup an attack at the end of the "throw." ("Ball has readied an attack.")</p><p></p><p>If it is voluntary and just to clear obstacle, the "ball" can "ready" (if you will) the Disengage action, keep themselves protected and not draw AO during the toss.</p><p></p><p>If it is involuntary, the "ball" is never giving up their guard and resisting so no AO.</p><p></p><p>As far as Athletics checks, I would require an athletics check for the thrower to get it right, on target, no bad spills or spins. That roll could lead to the ball getting advantage or disadvantage themselves in the process of the event.</p><p></p><p></p><p>"Why not add distance?"</p><p></p><p>Jumping already allows you to add distance to your automatic safe jumps, through athletics checks, I would allow that here too, but it would be disadvantaged since the throw is already into "check required" land.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7589093, member: 6919838"] Regarding my AO suggestion... "I don't think I'd go with that last part, unless those OA rolls are made with disadvantage. " In my case, I am equating the throw to a "jump with someone else's strength". But to be more clear on how I would rule the various cases. So I am counting it as the same as voluntary movement *if* this cooperation is willing and being used to setup an attack at the end of the "throw." ("Ball has readied an attack.") If it is voluntary and just to clear obstacle, the "ball" can "ready" (if you will) the Disengage action, keep themselves protected and not draw AO during the toss. If it is involuntary, the "ball" is never giving up their guard and resisting so no AO. As far as Athletics checks, I would require an athletics check for the thrower to get it right, on target, no bad spills or spins. That roll could lead to the ball getting advantage or disadvantage themselves in the process of the event. "Why not add distance?" Jumping already allows you to add distance to your automatic safe jumps, through athletics checks, I would allow that here too, but it would be disadvantaged since the throw is already into "check required" land. [/QUOTE]
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How do YOU handle a Fastball Special, and other team manuevers?
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