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General Tabletop Discussion
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A character in free fall, falls how many feets by turn?
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<blockquote data-quote="Celebrim" data-source="post: 6503371" data-attributes="member: 4937"><p>The real issue for me is that falling is normally so fast, that the victim will hit the ground faster than human reflexes can account for. </p><p></p><p>In the movies, they always have someone fall off of a roof or something, spend 1-3 seconds establishing that the hero leaps off after the victim, and then the hero's velocity is always uncannily faster than someone who has already been accelerating in a free fall for a couple of seconds. They then spend a couple more seconds establishing that the hero is catching up and building false drama, only to have the victim come to a sudden stop or other dramatic change in their velocity vector mere feet above the ground - neglecting first that this sudden stop or impact with a swinging object at over 100 mph would quite likely snap their spine, given them a serious concussion, and cause all sorts of other internal injuries, and second that for the number of seconds involved in the fall and the apparent height of the start of the fall, the victim should have already hit the ground.</p><p></p><p>Unless you are consciously emulating a movie or other visual medium, I find this very hard to game. There are lots of things that movie heroes do that depend on suspension of physics, unstated precognitive abilities, or dramatic increases in enemy incompetence when facing 'the hero' that are very hard to port into the medium of a RPG without breaking player suspension of disbelief, GM impartiality, and so forth.</p><p></p><p></p><p></p><p>So give them a reflex save to catch a ledge before falling to their doom. If there is one thing you can be sure that Big Darn Heroes do nearly as often as catching damsels that are falling from the sky, it's tenaciously grab on to ledges above high places by the very tips of their fingers. I think Captain Kirk did it like 6 times in the Star Trek reboot.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6503371, member: 4937"] The real issue for me is that falling is normally so fast, that the victim will hit the ground faster than human reflexes can account for. In the movies, they always have someone fall off of a roof or something, spend 1-3 seconds establishing that the hero leaps off after the victim, and then the hero's velocity is always uncannily faster than someone who has already been accelerating in a free fall for a couple of seconds. They then spend a couple more seconds establishing that the hero is catching up and building false drama, only to have the victim come to a sudden stop or other dramatic change in their velocity vector mere feet above the ground - neglecting first that this sudden stop or impact with a swinging object at over 100 mph would quite likely snap their spine, given them a serious concussion, and cause all sorts of other internal injuries, and second that for the number of seconds involved in the fall and the apparent height of the start of the fall, the victim should have already hit the ground. Unless you are consciously emulating a movie or other visual medium, I find this very hard to game. There are lots of things that movie heroes do that depend on suspension of physics, unstated precognitive abilities, or dramatic increases in enemy incompetence when facing 'the hero' that are very hard to port into the medium of a RPG without breaking player suspension of disbelief, GM impartiality, and so forth. So give them a reflex save to catch a ledge before falling to their doom. If there is one thing you can be sure that Big Darn Heroes do nearly as often as catching damsels that are falling from the sky, it's tenaciously grab on to ledges above high places by the very tips of their fingers. I think Captain Kirk did it like 6 times in the Star Trek reboot. [/QUOTE]
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General Tabletop Discussion
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A character in free fall, falls how many feets by turn?
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