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<blockquote data-quote="ValhallaGH" data-source="post: 5068730" data-attributes="member: 41187"><p>They're insignificant in the context of the rules of game. As real world events, they are hella' significant. As literary events they are notable. As events in the rules of the game, they are barely worthy of notice, just like those 15 blows form the ogre's club are barely worthy of notice.</p><p>Burning for four minutes deals 40d6 damage. That's a lot of damage, which averages at 140. If 140 damage won't put the character at <em>disabled</em> or worse then it's insignificant, by itself, in the context of d20 games. It may mean the character needs to take a week or two off, but that's no big deal.</p><p>1d6 nonlethal is almost always insignificant in the context of d20 games. Fatigue, especially fatigue that can't be countered by healing magic, is almost always significant in d20 games.</p><p></p><p>Oh, and interesting side note: Sarvation is resisted with CON checks, not Fort saves. Hawken's fighters are in better shape under his rules than under the SRD.</p><p></p><p>Right. </p><p>So, why are you making one instance of these effects (falling trauma) more dangerous than another instance of these effects (trauma due to violence)? </p><p>Why is falling suddenly the <strong>deadliest thing in the game</strong>?</p><p>Why is falling deadlier than being on fire for four minutes?</p><p>Why is falling deadlier than having a master of the spear ram a spear through your chest?</p><p></p><p>You want falls to be dangerous? Cool, go for it. BUT do it in a unified manner, one that makes equally deadly threats equally dangerous. Do whatever you want (Falls deal 1d4 Charisma damage per 6 feet), but make everything else consistent with it, otherwise you'll hear a mighty squawking from me.</p><p></p><p>Thanks, I do. In fact I'm ending this post to go run one. <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" /> I love the universe, and some days it reminds me why.</p></blockquote><p></p>
[QUOTE="ValhallaGH, post: 5068730, member: 41187"] They're insignificant in the context of the rules of game. As real world events, they are hella' significant. As literary events they are notable. As events in the rules of the game, they are barely worthy of notice, just like those 15 blows form the ogre's club are barely worthy of notice. Burning for four minutes deals 40d6 damage. That's a lot of damage, which averages at 140. If 140 damage won't put the character at [I]disabled[/I] or worse then it's insignificant, by itself, in the context of d20 games. It may mean the character needs to take a week or two off, but that's no big deal. 1d6 nonlethal is almost always insignificant in the context of d20 games. Fatigue, especially fatigue that can't be countered by healing magic, is almost always significant in d20 games. Oh, and interesting side note: Sarvation is resisted with CON checks, not Fort saves. Hawken's fighters are in better shape under his rules than under the SRD. Right. So, why are you making one instance of these effects (falling trauma) more dangerous than another instance of these effects (trauma due to violence)? Why is falling suddenly the [B]deadliest thing in the game[/B]? Why is falling deadlier than being on fire for four minutes? Why is falling deadlier than having a master of the spear ram a spear through your chest? You want falls to be dangerous? Cool, go for it. BUT do it in a unified manner, one that makes equally deadly threats equally dangerous. Do whatever you want (Falls deal 1d4 Charisma damage per 6 feet), but make everything else consistent with it, otherwise you'll hear a mighty squawking from me. Thanks, I do. In fact I'm ending this post to go run one. :D I love the universe, and some days it reminds me why. [/QUOTE]
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