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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="Immortal Sun" data-source="post: 7589327"><p>I'll be honest, outside of supers games, i don't enjoy running games with this kind of silly. So the "punishing" side of the check is done on purpose. But I do agree it shouldn't be complicated. I just set the DCs fairly high.</p><p></p><p>So, Lifter Person A has to of course be able to lift Fastball Person B as a "light load", using the Variant Encumbrance rules in D&D, this is anything less than 5x your strength score. Include all other currently carried gear to determine your "free weight". For a person with a 20 strength, that means less than 100lbs. Since you probably already have gear with weight on you that means you're probably not going to be able to lift more than say 3/4ths of that, ~75lbs, which is a large bag of concrete.*</p><p>*For those of you who have lifted a large bag of concrete (these are actually 80lbs) you understand why <em>throwing</em> them with enough force ala the Fastball Special requires someone like Colossus to do it. </p><p></p><p>So, assuming all that checks out, the Thrower simply makes an attack roll. The Fastball then makes an Acrobatics check to put the pointy end of his weapon forward instead of ya know, his butt, DC 15. Tricky but not impossible. If both of these things check out then....</p><p></p><p><strong>The Fastball deals damage normally.</strong></p><p></p><p>Yeah thats right you heard me. All that mathing and reviewing and figuring to...do the same thing as if you had walked up and hit the guy. If you flub your Acrobatics check then you deal improvised weapon damage. </p><p></p><p>You want your Fastball Special to have some kind of "other effect" like knocking the target over? Great, they make an opposed strength check to your attack roll.</p><p></p><p>It doesn't need to be complicated.</p><p></p><p>But I don't want it to happen anyway.</p></blockquote><p></p>
[QUOTE="Immortal Sun, post: 7589327"] I'll be honest, outside of supers games, i don't enjoy running games with this kind of silly. So the "punishing" side of the check is done on purpose. But I do agree it shouldn't be complicated. I just set the DCs fairly high. So, Lifter Person A has to of course be able to lift Fastball Person B as a "light load", using the Variant Encumbrance rules in D&D, this is anything less than 5x your strength score. Include all other currently carried gear to determine your "free weight". For a person with a 20 strength, that means less than 100lbs. Since you probably already have gear with weight on you that means you're probably not going to be able to lift more than say 3/4ths of that, ~75lbs, which is a large bag of concrete.* *For those of you who have lifted a large bag of concrete (these are actually 80lbs) you understand why [I]throwing[/I] them with enough force ala the Fastball Special requires someone like Colossus to do it. So, assuming all that checks out, the Thrower simply makes an attack roll. The Fastball then makes an Acrobatics check to put the pointy end of his weapon forward instead of ya know, his butt, DC 15. Tricky but not impossible. If both of these things check out then.... [B]The Fastball deals damage normally.[/B] Yeah thats right you heard me. All that mathing and reviewing and figuring to...do the same thing as if you had walked up and hit the guy. If you flub your Acrobatics check then you deal improvised weapon damage. You want your Fastball Special to have some kind of "other effect" like knocking the target over? Great, they make an opposed strength check to your attack roll. It doesn't need to be complicated. But I don't want it to happen anyway. [/QUOTE]
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