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"He's beyond my healing ability..."
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<blockquote data-quote="Celebrim" data-source="post: 5614287" data-attributes="member: 4937"><p>Not only am I fine with it, but I'm fine with PC's breaking their arms falling out of trees.</p><p></p><p>Damage from a fall in my game is 1d20/10' divided by 1d6. Average damage is slightly under 3.5, but maximum damage is 20 per 10' of fall. </p><p></p><p>Damage from a fall that reduces you to 0 hit points or less is traumatic. That provokes a DC 15 Fortitude save.</p><p></p><p>If failed, one possible result is a broken arm:</p><p></p><p></p><p></p><p>I don't do this primarily to be realistic. But I do enjoy the theoretical possibility.</p><p></p><p>And there is the additional niceness that conditions like the one described above are generally replacements for the condition 'Death', so its a win/win. The players get to play characters 'John McClane' characters that are more capable and durable, and I get 'dramatic' situations - either engineered off stage or incidently occuring on stage.</p><p></p><p></p><p></p><p>I played with exception based design for more than 10 years, and eventually we had an ugly separation. I couldn't take it anymore.</p><p></p><p>I think that exception based design is often used to mean a lot of things.</p><p></p><p>If by 'exception based design' you mean that you can customize monsters or DC's or materials or magic items or anything else about the setting however you want, then yeah, I'm pretty much for that.</p><p></p><p>But I don't consider those 'rules' per se. </p><p></p><p>On the other hand, 'exception based design' where you mean, "At a given time, I have no idea how the rules will interact with the game environment outside of a narrowly defined framework" is a terrible head ache for both players and DM's. Cleaning up exception based design of the spells will present me a headache likely for years to come, to say nothing of the many arguments its produced in 1e. The last thing I want as a DM is to be unable to give a clear answer about what happens when a player offers a proposition. Being forced to resort to DM fiat is more trouble than knowing the rules.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5614287, member: 4937"] Not only am I fine with it, but I'm fine with PC's breaking their arms falling out of trees. Damage from a fall in my game is 1d20/10' divided by 1d6. Average damage is slightly under 3.5, but maximum damage is 20 per 10' of fall. Damage from a fall that reduces you to 0 hit points or less is traumatic. That provokes a DC 15 Fortitude save. If failed, one possible result is a broken arm: I don't do this primarily to be realistic. But I do enjoy the theoretical possibility. And there is the additional niceness that conditions like the one described above are generally replacements for the condition 'Death', so its a win/win. The players get to play characters 'John McClane' characters that are more capable and durable, and I get 'dramatic' situations - either engineered off stage or incidently occuring on stage. I played with exception based design for more than 10 years, and eventually we had an ugly separation. I couldn't take it anymore. I think that exception based design is often used to mean a lot of things. If by 'exception based design' you mean that you can customize monsters or DC's or materials or magic items or anything else about the setting however you want, then yeah, I'm pretty much for that. But I don't consider those 'rules' per se. On the other hand, 'exception based design' where you mean, "At a given time, I have no idea how the rules will interact with the game environment outside of a narrowly defined framework" is a terrible head ache for both players and DM's. Cleaning up exception based design of the spells will present me a headache likely for years to come, to say nothing of the many arguments its produced in 1e. The last thing I want as a DM is to be unable to give a clear answer about what happens when a player offers a proposition. Being forced to resort to DM fiat is more trouble than knowing the rules. [/QUOTE]
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