D&D General Alternate thought - rule of cool is bad for gaming

I disagree. Too many rules like resting/recovery vision/darkness etc are written so the players can challenge the gm for that analogy to hold up without a long clause about the studio imposed restrictions in the writers and directors. Even movies like free guy boss level & edge of tomorrow* make an effort to justify that level of super

*Not including marvel movies because it's been shown that origin story movies tend to suck and the marvel movies lean heavily on the comics doing the justification by implied and handwaved link in ways that we don't lend themselves to ttrpgs or d&d.
i may have been unclear in what i meant by 'movie realism', what i was referring to was that casual level of minor-grade stunting that characters tend to perform, seamlessly rolling over a table in the middle of a dash rather than needing to navigate around it the long way, scrambling up a wall to higher ground, and yes, swinging off the hanging light fixture.

make these kinds of actions accessible and have a purpose, but not to the extent of physics defying OP-ness.
 
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Every campaign where players turned D&D into a physics game ended up with people arguing over laws of thermodynamics and clamoring for outsized effects. Nonsense like “I froze the dragon so when it uses its fire breath its insides will rupture from the rapid change in temperature.”
Physics usually gets brought up right about the time a PC falls from a high enough location to reach terminal velocity, and then physics gets told to take the day off.
 





i may have been unclear in what i meant by 'movie realism', what i was referring to was that casual level of minor-grade stunting that characters tend to perform, seamlessly rolling over a table in the middle of a dash rather than needing to navigate around it the long way, scrambling up a wall to higher ground, and yes, swinging off the hanging light fixture.

make these kinds of actions accessible and have a purpose, but not to the extent of physics defying OP-ness.
We've done stunting at my home games, but I find it tricky to balance.

The original idea was that players would propose an addition to their move or attack that would involve a skill check, and if they succeeded they'd get advantage on the next attack roll, if they failed they'd get disadvantage.

At low levels this worked out pretty well, since if you pegged the difficulty at 15, there'd usually be something like a 50% chance of players succeeding, which made it an interesting gamble.

However, as the party has reacher higher levels, a 15 difficulty check is pretty achievable. Basically guaranteed in a lot of circumstance. So then it either amounts to just letting them have advantage automatically, which takes away the excitement, or jacking up the DC, which means it's basically a treadmill.

I've sort of resolved the latter by making the DC conditional on circumstances and the nature of the opponent. So if they're fighting a big dumb brute, then yeah, it's fairly easy to earn advantage through some creative play. DC 15. But that BBEG has been around awhile, and they're not so easy to confuse with a few backflips. DC 25.

As far as rule of cool being a problem, like everything, it depends on context. The way I normally see it used is DMs trying to award creative play that goes beyond the basic moves covered by the rule set. Which has always been a thing in D&D. It's only a problem if it the DM is too generous, because that lowers the stakes and makes the game less exciting.

IMO, you're not doing any favours by making things too easy on players - it's only cool if they've earned the advantage.

An anecdote: last fall, I ran a school campaign through the re-released Lost Mine of Phandelver, up to level 5. When they were fighting the dragon in the ruined tower, the fighter had climbed the stairs to attack the dragon from above. It was a tough fight, and once it got low on health, the dragon tried to fly off. The player asked if his fighter could leap onto its back instead of making an opportunity attack (more or less a grapple, though grappling himself to the dragon).

So, this is an obviously awesome, cinematic moment, and I asked for a DC 15 athletics check. He made it! So now he's on the back of a fleeing dragon while the others in the party are frantically launching missile attacks and spells on a quickly escaping foe. Next round, I told him it was a DC15 to just hold on or a DC 20 to hold on AND attack. He chose the latter, and rolled a natural 20, so I gave him advantage on his attack. The kids are going crazy with excitement. He then attacks and takes a chunk out of the dragon but it still has a few HP left, and unless something happens it'll be up out of range with him on top of it and probably doomed. Which is when the artificer, the last player to go, manages to take it down at long range with a very lucky shot. The dragon crashes, and the fall will probably kill the fighter unless he makes an acrobatic check of 15 (not his forte) for half damage. He succeeds! What a moment!

That's when rule of cool is awesome - it creates those indelible moments. But they're only indelible if they could have gone either way. Because there were real stakes, each of his rolls was riveting.

So rule of cool is not the problem. Being too generous in how you arbitrate those moments can be, but that has ever been the case.
 
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A PC fighting ac dragon gets snatched up and tossed into the air 220 ft. How long does it take him to land and how much damage does he take when he does?

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So long as the attemptto be realistic about stuff like that is made, I'm happy wise guy.

Keep pushing that all or nothing philosophy though.
 

A PC fighting ac dragon gets snatched up and tossed into the air 220 ft. How long does it take him to land and how much damage does he take when he does?

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According to a quick Google search, you fall 500 feet in a round, so unless someone has feather fall they go splat in a round and take 22 d6 damage, or 77 because I'd average it and I think the limit is dumb. However I'd also probably max damage after 50 feet so (5*3.5)+(17*6) for 120 points of damage. Which a high level fighter or barbarian may survive.

Is that good enough? :rolleyes:
 

A PC fighting ac dragon gets snatched up and tossed into the air 220 ft. How long does it take him to land and how much damage does he take when he does?

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Assuming the dragon is on the ground and throws the PC 220 feet straight up vertically (since and angle of flight was not specified), the PC spends an equal amount of time going up and going down. Since d=1/2at^2, t = sqrt(2d/a).

Plugging in 220 ft. for d and assuming earth gravity of 32 ft/s^2 for a, we get T = sqrt(440/32j = sqrt(55/4) = sqrt(18.75) ~4.33 seconds.

Thus, it takes approximately 8.66 seconds from the time the dragon releases the character until the character hits the ground… 4.33 seconds up and 4.33 seconds down.

Damage from falling in D&D by RAW is 1d6 per 10’ fallen to a maximum of 20d6. Since 220/10 = 22 and 22>20 the damage is 20d6 bludgeoning (assumes no Feather Fall, monk falling skill or other mitigating factors).
 

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