Throwing People

jester47

First Post
How do you guys handle throwing other people in D&D?

I was running sunless citadel and the players came to the caltroped hall. They contemplated throwing one character into the hall, over the caltrops to where the goblins were throwing javlins at them.

Are there rules for throwing people? or at least heavy objects?

My gut instinct is that you can throw somthing you can lift over head, or at most your carrying capacity. After that the thrown character becomes a grenade like weapon for determining where they land.

Thoughts?

Aaron.
 

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Let's compare this to the shotput. The weights and maximum distances are about:

16 pounds, 63 feet
25 pounds, 45 feet

Assuming that a shotput thrower has a STR of 22, this means that he has 17 STR more than a 16 pound light load and 14 STR more than a 25 pound light load. For simplicity, we can assume that the momentum built up by a person throwing a shotput is equalized by using two arms (instead of one) to throw a person.

A fairly simple rough equation for distance then might be:

Delta STR squared / 5 + 5 feet

So, for various STR differences between max light load weight and weight thrown, the distance might be:

1: 5
2: 6
3: 7
4: 8
5: 10
6: 12
7: 15
8: 18
9: 21
10: 25
11: 29
12: 34
13: 39
14: 44
15: 50
16: 56
17: 63
18: 70
19: 77
20: 85

Remember, if two characters are going to throw one character, you should add their maximum light loads together to figure out their approximate combined STR.

Not the best equation in the world, but one that will probably get you where you want to be. Another possibility is to look at jumping distances and possibly halving or thirding them.
 

Got this feat from a website somewhere out there in Cyberspace. I would recommend it for anyone throwing anyone else, friendly or not.

Power Throw

General, Fighter- REQ: Str 15+

If you are grappling an opponent, you may make a grapple check to pick him up and throw him. Obviously, you must have a high enough strength to lift your opponent's total weight above your head. You may then hurl your opponent up to 15 feet, inflicting 1d4 + your strength modifier in subdual damage and leaving him prone where he lands. You may throw your opponent at someone. Resolve this as a ranged touch attack. If you hit, your target takes 1d4 + your strength modifier in subdual damage. If he is the same size or smaller than the enemy you threw, he is knocked prone. Your thrown opponent takes 1d4 + your strength modifier in subdual damage whether you hit or not, and lies prone in a random spot adjacent to your target. Use the rules for scattering projectiles to determine where your thrown enemy lands. You may opt to carry your opponent over your head. You lose your Dexterity and shield bonuses to AC, but your opponent is largely helpless. He may make attacks at a -4 to hit and deals half damage with physical attacks. He may cast spells, but must make a concentration check (DC 25) to successfully use a spell. He may use special abilities and magic items, except weapons which suffer the penalties as noted above, as normal. War, pg 46.
 

There's throwing rules in OA. I don't have the book, but luckily they left the feat out and had to throw it in the errata, so here's a handy copy:

GREAT THROW [GENERAL]
You can throw your opponents to the ground, choosing where they land and dealing damage in the process.
Prerequisites: Improved Unarmed Strike, Dexterity 13+, Dodge, Improved Trip, Combat Reflexes.
Benefit: When you make a successful unarmed trip attack against a creature no larger than your own size,
you can choose where the creature lands, within the area you threaten. In addition, you deal your normal
unarmed strike damage to the opponent. The creature's movement does not provoke attacks of opportunity, no
matter how far you move it. When you use this option, however, you cannot make a follow-up melee attack
using the Improved Trip feat.

Of course, this wouldn't really help for the situation you were describing (i.e., throwing someone for some distance). I would go with KarinsDad's last suggestion and just do a quick mod of the jumping rules, if I had to handle such a situation in session. Aiding someone on the check would probably give more than a +2 bonus, however.

NCSUCodeMonkey
 

wolverine91.jpg
 

I used a rule where you grappled a person to get them off the ground, then made a Bull Rush attempt against a DC of 5, 10, 15 depending on if it was a Light, Medium, or Heavy load. Worked well, was quite simple, good stuff.
 

AeroDm said:
I used a rule where you grappled a person to get them off the ground, then made a Bull Rush attempt against a DC of 5, 10, 15 depending on if it was a Light, Medium, or Heavy load. Worked well, was quite simple, good stuff.
Doesn't the dragon magazine with all the swashbuckling stuff have rules for throwing people in it?

I specifically remember an example of a high level tordek only being able to throw his horse a few feet.
 


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