Is any damage dealt from being thrown against a wall?


Rules Discussion


Maybe I missed the rule but I wasn't able to find any indication that damage was dealt if a character was thrown against a wall and if so, what the damage calculation would be.

I'm planning a potential Monk build focused on doing a Flurry followed by a grapple followed by throwing the enemy using Whirlwind Throw. However, if I found myself in a smaller room for example (having 30+feet available in every encounter seems unlikely) or I just wanted to throw them into something to force them to use a only single Stride action to get back to me, I wanted to know if doing so would cause damage and if so, what that damage would be.

Whirlwind Throw only deals damage based on how far the creature was thrown and doesn't mention if they hit something so I assume I just lose the damage in that case. I couldn't find any rules about it and the closest I did find were other feats but they were specific to using the Shove action (Improved Knockback, Powerful Shove). The base action of Shove also doesn't mention any damage calculation for a creature hitting a wall which is why I assume those feats do.


The Rules for Forced Movement

Generally forced movement does not cause any damage unless specificity stated. Throwing them against a wall would not deal any additional damage though you would still get the damage from Whirlwind Throw based on how far they traveled before they hit the wall.


I could see a house rule that would grant say +1 circumstance bonus damage per 10' thrown but RAW seems to not add any extra damage as pointed out from Siro.


Only if the ability says so. Like Powerful Shove.


Krugus wrote:

I could see a house rule that would grant say +1 circumstance bonus damage per 10' thrown but RAW seems to not add any extra damage as pointed out from Siro.

I wouldn't allow it if someone used Whirling Throw to slam someone against a wall due to the damage you take from Whirling Throw is because you where thrown and hit something at the end of the throw otherwise why would you take damage? :)


Krugus wrote:
Krugus wrote:

I could see a house rule that would grant say +1 circumstance bonus damage per 10' thrown but RAW seems to not add any extra damage as pointed out from Siro.

I wouldn't allow it if someone used Whirling Throw to slam someone against a wall due to the damage you take from Whirling Throw is because you where thrown and hit something at the end of the throw otherwise why would you take damage? :)

You'd still have all that momentum needed to launch you said distance when you crashed into the wall though. Honestly, hitting a wall makes more sense emulating the damage dealt than landing on the ground, since the damage dealt isn't fall damage. It doesn't do extra damage if you Chuck them straight up and the target only lands prone on a crit. Having your trajectory interupted makes a certain amount of sense though.

But this also starts getting into nitty gritty physics stuff I don't understand and the rules shouldn't try too hard to emulate.


Captain Morgan wrote:
Krugus wrote:
Krugus wrote:

I could see a house rule that would grant say +1 circumstance bonus damage per 10' thrown but RAW seems to not add any extra damage as pointed out from Siro.

I wouldn't allow it if someone used Whirling Throw to slam someone against a wall due to the damage you take from Whirling Throw is because you where thrown and hit something at the end of the throw otherwise why would you take damage? :)

You'd still have all that momentum needed to launch you said distance when you crashed into the wall though. Honestly, hitting a wall makes more sense emulating the damage dealt than landing on the ground, since the damage dealt isn't fall damage. It doesn't do extra damage if you Chuck them straight up and the target only lands prone on a crit. Having your trajectory interupted makes a certain amount of sense though.

But this also starts getting into nitty gritty physics stuff I don't understand and the rules shouldn't try too hard to emulate.

Actually, that's a great strategy if your GM will allow it. They would take the damage from the Throw, but then separately, they would take fall damage.

I personally think throwing them straight up doesn't make a lot of sense while "Whirling", but there's nothing actually preventing it. The ability doesn't say horizontal distance.


Siro wrote:

The Rules for Forced Movement

Generally forced movement does not cause any damage unless specificity stated. Throwing them against a wall would not deal any additional damage though you would still get the damage from Whirlwind Throw based on how far they traveled before they hit the wall.

That's unfortunate but expected, thank you.


Aratorin wrote:
Captain Morgan wrote:
Krugus wrote:
Krugus wrote:

I could see a house rule that would grant say +1 circumstance bonus damage per 10' thrown but RAW seems to not add any extra damage as pointed out from Siro.

I wouldn't allow it if someone used Whirling Throw to slam someone against a wall due to the damage you take from Whirling Throw is because you where thrown and hit something at the end of the throw otherwise why would you take damage? :)

You'd still have all that momentum needed to launch you said distance when you crashed into the wall though. Honestly, hitting a wall makes more sense emulating the damage dealt than landing on the ground, since the damage dealt isn't fall damage. It doesn't do extra damage if you Chuck them straight up and the target only lands prone on a crit. Having your trajectory interupted makes a certain amount of sense though.

But this also starts getting into nitty gritty physics stuff I don't understand and the rules shouldn't try too hard to emulate.

Actually, that's a great strategy if your GM will allow it. They would take the damage from the Throw, but then separately, they would take fall damage.

I personally think throwing them straight up doesn't make a lot of sense while "Whirling", but there's nothing actually preventing it. The ability doesn't say horizontal distance.

My thought would be that more damage would be done the closer the wall was that the character was thrown into since they'd have the most momentum immediately after the throw and lose it the further they went so if I had to house rule the damage, it would probably be something like, "If the thrown character hits a hard object that doesn't break from the impact (such as a thick, stone wall), they take damage equal to your strength modifier for every 5 feet they would have traveled." You'd essentially trade damage potential for better average damage unless you have 6 strength while having full use of a maneuver that takes 2 actions and at least 1 feat (though I'm looking at 4 just to make it somewhat consistent).

Otherwise, it could just be that full damage is done and they just hit the wall. But those would just be my own house rules.

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