LuckyAdrastus
First Post
I was thinking about how in 4e, most threats scale with level. Thus a terrain hazard will do more damage in paragon than heroic, and more in epic than paragon. However, falling damage is an exception to this. Falling damage is fixed at 1d10 per 10', which is a holdover from earlier editions (2nd at least, I think, if not earlier).
Wouldn't it be better if falling damage also scaled with tier? Perhaps, it could be 1d10+3 per 10' at paragon, and 1d10+6 at epic? Or even 2d10 at paragon, and 3d10 at epic?
The reason to implement this change is to make drops a meaningful part of encounters into the higher tiers. DMs cannot simply introduce larger drops in the battle, because this remains a tabletop RPG, where the battlefied needs to fit easily on a tabletop that uses square grids and fixed space (with little place for especially tall 3D architecture). Additionally, creature speeds does not increase significantly in higher tiers, so that even an epic PC is pressed to climb out of a 40'+ deep pit is less than three rounds, making a long drop into a kind of save-or-die effect.
In Epic, a 30' drop deals an average of 16.5 hp, which is a small fraction of the PC's hitpoints -- perhaps in the mid 150's or so. Make it 1d10+6 per 10's, and the average damage increased to 32.5, and suddenly, it matters, being about 1/5 of the PCs hitpoints, give or take (hp of course vary -- I used the CB to make a 25th level monk, and got 159 hp).
The increased damage keeps the falling damage more in line with a blow from an epic monster (which has also increased following MM3), and also means that epic battlefields can still include 10' and 20' drops that play a meaningful tactical role beyond being something for the PC and monster to jump/fly/teleport over.
Wouldn't it be better if falling damage also scaled with tier? Perhaps, it could be 1d10+3 per 10' at paragon, and 1d10+6 at epic? Or even 2d10 at paragon, and 3d10 at epic?
The reason to implement this change is to make drops a meaningful part of encounters into the higher tiers. DMs cannot simply introduce larger drops in the battle, because this remains a tabletop RPG, where the battlefied needs to fit easily on a tabletop that uses square grids and fixed space (with little place for especially tall 3D architecture). Additionally, creature speeds does not increase significantly in higher tiers, so that even an epic PC is pressed to climb out of a 40'+ deep pit is less than three rounds, making a long drop into a kind of save-or-die effect.
In Epic, a 30' drop deals an average of 16.5 hp, which is a small fraction of the PC's hitpoints -- perhaps in the mid 150's or so. Make it 1d10+6 per 10's, and the average damage increased to 32.5, and suddenly, it matters, being about 1/5 of the PCs hitpoints, give or take (hp of course vary -- I used the CB to make a 25th level monk, and got 159 hp).
The increased damage keeps the falling damage more in line with a blow from an epic monster (which has also increased following MM3), and also means that epic battlefields can still include 10' and 20' drops that play a meaningful tactical role beyond being something for the PC and monster to jump/fly/teleport over.