How would you handle throwing creatures?


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I assume this character will have a big strength, right? It doesn't sound like you're talking about Judo-type throws.

If I were DM, I'd say you'd need to grapple and pin them first. Then you can make another opposed Grapple check to toss the person a number of feet based on your strength and their size. Like this, maybe (assuming a foe of the same size class):

Code:
STR	 Distance
-----   ---------
15-20	5'
21-25   10'
26-30   15'
And so on

A smaller foe moves down the chart one for each size class of difference. Larger foes move up one per size class (so you can't toss somebody larger at all unless your strength is at least 21).

On landing the person takes your unarmed damage as if you had applied it with a Grapple check. They can avoid the damage by making a Tumble check with a DC = 15 + your Strength modifier.

If the square they land in is occupied, both characters take the damage and the one who is struck must make a Balance check at the same DC as above.

Just thinking out loud, but it might be a place to start.
 

Thanks for the reply. Yes, I'm thinking along the lines of someone with a 30+ Str. I kind of want to stay away from grappling (esp. pinning) since that requires multiple rounds and it becomes a useless tactic if you're fighting more than one opponent. I'm thinking of someone who grabs ahold of you (probably provoking an AoO unless you have an appropriate feat, i.e. Improved Grapple) and then just heaves you. Damage probably wouldn't be all that much (unless you were heaved off a cliff or into a blade barrier or something) but it be nifty to see people getting tossed all over the place. The same for when the PCs do it to little creatures like kobolds. It makes for an interesting encounter.
 

Maybe what you really want is a modified Bull Rush. With the existing rules you can push somebody back an extra 5' for every 5 by which you beat his Strength check. So I suggest a new combat maneuver (the name is intended as a joke, but the rule is not):

********************************************
BUM'S RUSH
A Bum's Rush allows you to move an opponent in a manner similar to a Bull Rush, but without following him.
You can make a bum's rush as a standard action (an attack). When you make a bum's rush, you attempt to push an opponent straight back instead of damaging him. You can only use bum's rush on an opponent who is one size category larger than you, the same size, or smaller.

Initiating a Bum's Rush: First, you move into the defender’s space. Doing this provokes an attack of opportunity from each opponent that threatens you, including the defender. (If you have the Improved Bull Rush feat, you don’t provoke an attack of opportunity from the defender.) Any attack of opportunity made by anyone other than the defender against you during a bum's rush has a 25% chance of accidentally targeting the defender instead, and any attack of opportunity by anyone other than you against the defender likewise has a 25% chance of accidentally targeting you. (When someone makes an attack of opportunity, make the attack roll and then roll to see whether the attack went astray.)

Second, you and the defender make opposed Strength checks. You each add a +4 bonus for each size category you are larger than Medium or a –4 penalty for each size category you are smaller than Medium. You get a +2 bonus if you are charging. The defender gets a +4 bonus if he has more than two legs or is otherwise exceptionally stable.

Bull Rush Results:
If you beat the defender's Strength check result, you move him 5', plus 5' for every 10 by which you win. In addition the opponent must succeed on a Tumble or Balance check with a DC of 15 + number of feet moved or he is prone. If you conducted a succesful Bull Rush (of any length) against the same defender in the last turn, he moves an additional 10'.

If there is a creature, wall or similar object in the target's path, both the target and the intervening object take your regular unarmed strike damage.
********************************************

What do you think?
 



It's come up a few times in our group. We just allow the larger character to make a strength check, and then use that as if it were a jump check (so the Str check result is checked to the Longjump chart for jump to see how for they threw the character). Seems to work for us. *shrug*
 

Already Presented

Check out Dragon #306 - "Power Fantasy" by JD Wiker.

The basics are as follows.

THROWING AN OPPONENT
(This is an addition to the grappling rules of the DMG, for use when a convenient drop is nearby or when the thrower is exceptionally strong.

* Add “Throwing an Opponent” to the list of options for Grappling after pinned.

* As the foe remains pinned only for one round, the pinning character must make a subsequent attack to use the Throw Action.

* When using the Throw Action, you can always drop the foe prone in your square (or any square you occupy), but if distance is the desire, assume that you can throw an opponent weighing no more than 1/3 of your Light Load rating out of your square. If you are actually trying to target a specific spot, treat the foe as an improvised ranged weapon (-4 non-proficiency penalty on the attack roll with 10’ range increment). If you are large enough to throw the foe one handed this counts as a standard action, otherwise it is a Full Round action.

* You can throw foes that weigh more than 1/3 of your Light Load, but not as effectively. To determine distance traveled, make a Strength check. The base distance is 5’ plus 1’ per every 2 points by which your Strength check results exceeds 10. Then compare the opponent’s weight with your load ratings and consult below.

Opponent’s Weight............................................Total Distance Thrown
Less than Light Load but more than 1/3................Triple Base Distance
Less than Medium, more than Light......................Double Base Distance
Less than Maximum, more than Medium.................Base Distance
Less than Maximum weight you can
..........Lift off ground, more than Maximum............No more than 5’

* When you want to throw a foe at a specific target (such as another foe), make an ordinary attack roll and then roll a Strength check to determine if you can throw the foe that far. Treat the thrown foe as an improvised weapon. If the throw would reach, but misses, the creature thrown lands in the target’s square. If aiming for a square, use the grenade-like weapons table, but do not roll for deviation unless you miss and threw the opponent more than 5’. Using these rules means that your foe could actually land farther away than you intended, depending on the deviation roll. If anyone is in the square where the foe lands, they must make a Reflex save (DC 15) to avoid being struck.

* Damage dealt by a foe used as a thrown weapon equals 1d6 points per 200 lb. of the opponent’s weight plus your Strength modifier. Apply this damage to both the thrown foe and any target it strikes. If the results of the throwing attempt allows a toss into a square where the ground is lower (such as a pit), add the appropriate falling damage.


Hope that helps.
 

That's funny. I never saw that article, but it's pretty similar to my original suggestion. Cool. Using size classes like I did is much less "realistic" but a lot simpler.

Unfortunately, Ogrork said he's trying to avoid using the grappling rules.
 

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