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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Blatant abuse of the five foot step?
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<blockquote data-quote="Primitive Screwhead" data-source="post: 2504361" data-attributes="member: 20805"><p>My 2 cents:</p><p> Falling should happen when a character is no longer supported and has a place to fall. No matter how that character got into the position, the results should be similar.</p><p></p><p> So... you fall 500' the first round, 1,000' for other rounds.. until you hit something.</p><p>1D6 damage per 10' of fall</p><p>Jump Check {as part of movement} can negate 10' worth of damage</p><p>Tumble check {as part of movement} can negate 10' worth of damage</p><p></p><p>Falling interupts normal actions at the moment the character can fall.</p><p></p><p>{HR} Intentential falling with no attempt to properly land, such as 5' step into the air leaves the character prone and adds 1D6 damage. </p><p></p><p>Simple, easy to remember. Wham, thud.. move to next action.</p><p></p><p>Add the alternate falling rules where each additional 10' doubles the dice instead of just adding +1d6 <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> and you wont have many players trying this over a decent drop. A 50' drop would be 16D6 of damage. OUCH!!!</p><p></p><p></p><p>Acting while falling.. 'Feather Fall', Jump checks, and Tumble checks aside, you have no time to do anything while falling unless you fall greater than 500'. In that case the falling burns a move action and you get one standard/move action. </p><p>.. yelling, screaming, and praying are all free actions so go right ahead! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 2504361, member: 20805"] My 2 cents: Falling should happen when a character is no longer supported and has a place to fall. No matter how that character got into the position, the results should be similar. So... you fall 500' the first round, 1,000' for other rounds.. until you hit something. 1D6 damage per 10' of fall Jump Check {as part of movement} can negate 10' worth of damage Tumble check {as part of movement} can negate 10' worth of damage Falling interupts normal actions at the moment the character can fall. {HR} Intentential falling with no attempt to properly land, such as 5' step into the air leaves the character prone and adds 1D6 damage. Simple, easy to remember. Wham, thud.. move to next action. Add the alternate falling rules where each additional 10' doubles the dice instead of just adding +1d6 :] and you wont have many players trying this over a decent drop. A 50' drop would be 16D6 of damage. OUCH!!! Acting while falling.. 'Feather Fall', Jump checks, and Tumble checks aside, you have no time to do anything while falling unless you fall greater than 500'. In that case the falling burns a move action and you get one standard/move action. .. yelling, screaming, and praying are all free actions so go right ahead! :) [/QUOTE]
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General Tabletop Discussion
*Pathfinder & Starfinder
Blatant abuse of the five foot step?
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