Rules for Catching?

RUMBLETiGER

Adventurer
Two Pc's run down a field, one tosses a football. While running, the other positions himself in the square the ball is falling towards and reaches out his arms...

The party has just retrieved the super-awesome-relic-of-power and are fleeing from the collapsing temple crashing down around them. A Huge boulder slams into the ground, dividing the party in two, one safely outside, the other trapped within. As a section of wall shakes free and seems to be about to completely block the passageway, the PC holding the super-awesome-relic-of-power throws it up and over the boulder, shouting "Catch!" as his party members on the outside look up, waiting to see where it lands...

The Fighter, 40' away from the Cleric, has just been dropped to -4hp. The Cleric moves 30' in his direction and tosses a Potion of Cure Moderate Wounds towards his ally...

So, my question is, are there rules for catching? I'd imagine the rules for throwing a splash weapon would govern the throw, but recieving the tossed item, how would you roll it? I'm all for RPing it out, and the DM allowing whatever seems most dramatic/fun/realistic/etc., but wanted to check for a mechanic-style resolution for these scinarios.
 

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To hit: Attack vs AC 10, with appropriate range modifiers.
To catch: Dexterity check, DC 10 or so, increase with increasing distance.
 
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To hit: Attack vs AC 10, with appropriate range modifiers.
To catch: Dexterity check, DC 10 or so, increase with increasing distance.
That sounds both reasonable and simple. Is this RAW somewhere and if so, might you let me know the source? I'm gunna feel silly if this is standard PHB stuff.
 





So, my question is, are there rules for catching? I'd imagine the rules for throwing a splash weapon would govern the throw, but recieving the tossed item, how would you roll it? I'm all for RPing it out, and the DM allowing whatever seems most dramatic/fun/realistic/etc., but wanted to check for a mechanic-style resolution for these scinarios.

Throw Splash Weapon pretty much covers the throw. You're asking about the "catch".

But, in the middle of a game, I probably wouldn't even look too hard at that. I'd do a simple DEX check vs. a standard DC for the throw and the same for the catch, allowing for modifiers if the throwing character has a special Ranged Feat that applies.

For example, throwing the item over the rock, I'd figure how easy is the throw? Easy you say? Fine, it's a DC 5 DEX check. For every 5 points rolled over 5 (10, 15, 20, 25, etc), I'll give the catcher a +2 circumstance bonus.

Cut to the other side of the rock. Here comes the magic item. Can the Cleric make it to the square? He can? It's 25 feet away? Fine.

How hard is the catch? Average? OK, it's a DC 10 DEX check to catch it, and the Cleric gets +4 on the throw because the throwing character rolled 17 on his DEX check when he threw it--a good throw.

Simple. Easy. That's how I'd handle. it. Move on.
 

The touch AC to hit a 5' square is 5. Improvised weapons are -4 to hit and 10' range increment.

There are no rules for catching objects AFAIK, but I'd use a Dex check that is adjusted by the range penalties against DC 5 to make it symmetric. That is assuming the thrower hits the square and a catch action is readied.
 

... and a catch action is readied.
Oh, good point. I see a difference between the catcher being a PC earlier in the initiative than the thrower stating that he is readying a catch action (in the Fighter & Cleric Scinario), vs. a PC after the thrower in initiative running to the supposed square (In the football playing scinario). I'd take those into consideration when working DC adjustments.

But thanks everybody, sounds like a basic Dex check is the reasonable solution.
 

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