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General Tabletop Discussion
*Dungeons & Dragons
D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)
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<blockquote data-quote="Ruin Explorer" data-source="post: 9439048" data-attributes="member: 18"><p>It shouldn't be dice-based damage for falling long distances at all, it's a nonsense to use dice for that, because that's simply not how falling works, and the more extreme examples we go with, the more obvious it becomes.</p><p></p><p>It should make it a saving throw that's harder based on how far you fell, probably with Advantage/Disadvantage depending on hitting water/loose snow/etc. vs. solid rock/stone (this is fantasy, it doesn't need to be super-realistic, just make sense in the fiction, which the current approach definitely does not).</p><p></p><p>If you fail the save you're reduced to 0 HP, and are having to make Death Saves etc, pass you're prone and stunned but miraculously don't take damage. I could see something more generous for falls of less than 50ft (maybe extend it to 100ft for the sake of heroism, like 50% of current HP and prone + stunned on a fail, lose 10 HP on a pass). The trouble is with D&D's combat - this would make dropping someone far enough into a save-or-die, which would mean fighting most big monsters or serious opponents, you'd really want to drop them - obviously Legendary Resistance would work on this save though so I'm not sure that would be a huge problem. But I do think if falling was reworked this way you'd probably want some class/subclass and monster abilities to make the save easier and/or negate damage/increase distances. Which is probably why they haven't done it - it would take actually considering quite a few rules.</p><p></p><p>Terminal velocity means infinite damage scaling isn't reasonable, and people have survived falls of any height on to a variety of surfaces (always more due to luck than judgement), and just having low-level people always die if they fall like, 50ft is also not great.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9439048, member: 18"] It shouldn't be dice-based damage for falling long distances at all, it's a nonsense to use dice for that, because that's simply not how falling works, and the more extreme examples we go with, the more obvious it becomes. It should make it a saving throw that's harder based on how far you fell, probably with Advantage/Disadvantage depending on hitting water/loose snow/etc. vs. solid rock/stone (this is fantasy, it doesn't need to be super-realistic, just make sense in the fiction, which the current approach definitely does not). If you fail the save you're reduced to 0 HP, and are having to make Death Saves etc, pass you're prone and stunned but miraculously don't take damage. I could see something more generous for falls of less than 50ft (maybe extend it to 100ft for the sake of heroism, like 50% of current HP and prone + stunned on a fail, lose 10 HP on a pass). The trouble is with D&D's combat - this would make dropping someone far enough into a save-or-die, which would mean fighting most big monsters or serious opponents, you'd really want to drop them - obviously Legendary Resistance would work on this save though so I'm not sure that would be a huge problem. But I do think if falling was reworked this way you'd probably want some class/subclass and monster abilities to make the save easier and/or negate damage/increase distances. Which is probably why they haven't done it - it would take actually considering quite a few rules. Terminal velocity means infinite damage scaling isn't reasonable, and people have survived falls of any height on to a variety of surfaces (always more due to luck than judgement), and just having low-level people always die if they fall like, 50ft is also not great. [/QUOTE]
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D&D 2024 Rules Oddities (Kibbles’ Collected Complaints)
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