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Falling Damage - Anyone else hopes falling hurts just a little bit more?
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<blockquote data-quote="IceFractal" data-source="post: 4024818" data-attributes="member: 27704"><p>Re: Fireball not being all that hot:</p><p>Now then, on to the main point - surviving a fall is not hard to explain at all. Most falls take place next to surfaces. So the falling character slows themselves down by grabbing at the surface. Not enough to stop their fall, but enough to slow down to a survivable speed.</p><p></p><p>Sure, sometimes you fall way out in the middle of nowhere with nothing to land on. That's when you pull out the "gust of wind"/"air elemental"/"minor divine intervention" explanation. Unless your campaign is based around falling off of airships, it won't come up enough to be unbelievable.</p><p></p><p></p><p>You want an effect that's hard to explain surviving? Try Acid Fog. This is a cloud of strong acid; strong enough to eat away at metal. And it's staying there, so "dodging behind something" doesn't work. And you can be standing in it talking and casting spells with verbal components, so there isn't even an excuse for why you aren't breathing it and causing your lungs to melt. </p><p></p><p>Acid Fog should realistically just kill you. Or at the least, burn off your skin, make you blind and unable to speak, and give you breathing problems. But guess what? It just does HP damage. So you can stand in one for several rounds and then walk out and go about your business as normal. </p><p></p><p>If you want realistic consequences, you need a revamp of the entire HP system, and combat is not going to be something you can have 4/day of and survive.</p></blockquote><p></p>
[QUOTE="IceFractal, post: 4024818, member: 27704"] Re: Fireball not being all that hot: Now then, on to the main point - surviving a fall is not hard to explain at all. Most falls take place next to surfaces. So the falling character slows themselves down by grabbing at the surface. Not enough to stop their fall, but enough to slow down to a survivable speed. Sure, sometimes you fall way out in the middle of nowhere with nothing to land on. That's when you pull out the "gust of wind"/"air elemental"/"minor divine intervention" explanation. Unless your campaign is based around falling off of airships, it won't come up enough to be unbelievable. You want an effect that's hard to explain surviving? Try Acid Fog. This is a cloud of strong acid; strong enough to eat away at metal. And it's staying there, so "dodging behind something" doesn't work. And you can be standing in it talking and casting spells with verbal components, so there isn't even an excuse for why you aren't breathing it and causing your lungs to melt. Acid Fog should realistically just kill you. Or at the least, burn off your skin, make you blind and unable to speak, and give you breathing problems. But guess what? It just does HP damage. So you can stand in one for several rounds and then walk out and go about your business as normal. If you want realistic consequences, you need a revamp of the entire HP system, and combat is not going to be something you can have 4/day of and survive. [/QUOTE]
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Community
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Falling Damage - Anyone else hopes falling hurts just a little bit more?
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