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General Tabletop Discussion
*Dungeons & Dragons
A character in free fall, falls how many feets by turn?
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<blockquote data-quote="mlund" data-source="post: 6509928" data-attributes="member: 50304"><p>"All of them" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Seriously, though, I think you have some room to play with since a turn involves a bunch of simultaneous action over the course of six seconds.</p><p></p><p>For the sake of drama, I assume nameless enemies fall at the start of middle of the round and drop out of the scene immediately but named enemies and characters <strong>end</strong> the round tipping over into the abyss. In that regard, by the end of the <strong>next</strong> round they fall "all the feet" / exit the scene in a "bottomless" fall scenario or hit bottom in any semi-survivable fall. They -do- have some small time to act amidst their fall, perhaps enough to use a movement power (like teleport) or a free action. More importantly, the potential victim's <strong>allies</strong> have an opportunity to try some sort of heroic intervention on their own turns - like dashing across to the edge of the cliff face and catching them by the collar before they plummet to their death.</p><p></p><p>Maybe you'd just rather model such an action as a Reaction that costs the PC their next turn's action as well. There are viable ways to model such a cost appropriately.</p><p></p><p>By the end of the turn after the fall triggers, the victim has dropped "all the way" unless you have a very specific sort of scene in mind, like a huge aerial battle on dragon-back where someone is knocked from the saddle and someone dives down trying to catch them, etc. In that case you probably just need to design a sub-system to fit your tastes. Physics doesn't make those scenes nearly as much fun as they could be.</p><p></p><p>Marty Lund</p></blockquote><p></p>
[QUOTE="mlund, post: 6509928, member: 50304"] "All of them" :D Seriously, though, I think you have some room to play with since a turn involves a bunch of simultaneous action over the course of six seconds. For the sake of drama, I assume nameless enemies fall at the start of middle of the round and drop out of the scene immediately but named enemies and characters [b]end[/b] the round tipping over into the abyss. In that regard, by the end of the [b]next[/b] round they fall "all the feet" / exit the scene in a "bottomless" fall scenario or hit bottom in any semi-survivable fall. They -do- have some small time to act amidst their fall, perhaps enough to use a movement power (like teleport) or a free action. More importantly, the potential victim's [b]allies[/b] have an opportunity to try some sort of heroic intervention on their own turns - like dashing across to the edge of the cliff face and catching them by the collar before they plummet to their death. Maybe you'd just rather model such an action as a Reaction that costs the PC their next turn's action as well. There are viable ways to model such a cost appropriately. By the end of the turn after the fall triggers, the victim has dropped "all the way" unless you have a very specific sort of scene in mind, like a huge aerial battle on dragon-back where someone is knocked from the saddle and someone dives down trying to catch them, etc. In that case you probably just need to design a sub-system to fit your tastes. Physics doesn't make those scenes nearly as much fun as they could be. Marty Lund [/QUOTE]
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General Tabletop Discussion
*Dungeons & Dragons
A character in free fall, falls how many feets by turn?
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