Patryn of Elvenshae
First Post
IcyCool said:So, do characters only fall on their turn? I'm not sure.
Yeah, me either.

"Is an out-of-turn cast featherfall the only way to save someone who's falling less than 500'?"
I *think* 500' is the most-recently agreed on number for "how far you fall in the first round of falling." Therefore, it's the distance someone who falls immediately falls before their turn even comes up.
The other reason I don't like "You fall on other people's turns" is the following: Let's say we have 11 characters in combat, appropriately named 1-9 and Wizard. The Wizard is flying via the Fly spell. Initiative looks like this:
--Round 1--
Wizard
1
2
3
4
5
6
7
8
9
--Round 2--
Wizard
1
2
3
4
5
6
7
8
9
--etc.--
Now, unfortunately for Wizard, enemy #1 dispels his Fly spell in round 2. If Wizard falls during the "not his round" period, how far does he fall during 1's turn? How far during 2's turn? Etc. If the answer is, "He falls the entire distance during 1's turn," then that's 500' feet immediately, and no one - 2-9 - gets a chance to react. If the answer is, "He falls 500' / number of people remaining before his turn + him," then he'd fall 50' per person acting.
However, what happens if several new combatants enter the fray after 8's turn, but before 9's turn? Does the wizard's rate of fall change?
In other words, I think the math gets more complicated than it really needs to be if you try to divide up the fall, and it still hoses the Wizard if #9 dispels him.
So, I rule that the Wizard falls on his turn because, otherwise, people falling less than 500' automatically hit the ground before anything else can happen - including daring, midair rescues by their pegasus-riding allies, and that's the kind of stuff I like to see happen in my D&D games.
