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General Tabletop Discussion
*Pathfinder & Starfinder
Falling Damage Scaling With Tier?
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<blockquote data-quote="NotAYakk" data-source="post: 5322496" data-attributes="member: 72555"><p>Hazards should scale because non-dangerous hazards are not worth mentioning. Much like opponents should scale because non-dangerous opponents should be minionized, and non-dangerous minions are plot dressing.</p><p></p><p>That doesn't mean that an existing hazard should become tougher, or that an existing monster should become tougher, just because the PCs gain levels.</p><p></p><p>Now you can leave the difficulty of a region or a trap nebulous until the PCs encounter at, at which point you make it "always dangerous enough" for the PCs.</p><p></p><p>---</p><p></p><p>However, falling 10' is falling 10'. It isn't a different fall because the PCs are higher level.</p><p></p><p>Higher level PCs are supposed to find things that would challenge lower level PCs trivial. One of those things is (comparatively) short falls.</p><p></p><p>If you want to make the pit traps more dangerous without making them taller, stick lava/spikes/poison/timeless voids at the bottom of them.</p><p></p><p>While movement doesn't speed up, the ability to gain easy access to a climb speed, burrow speed, teleport speed, or fly speed crops up in paragon, and epic characters who lack encounter or at-will alternative movement modes are like heavy armor halflings in heroic -- they are crippled at moving around.</p><p></p><p>Ie, take a character with teleports:</p><p>Level 1: Teleport 25' per-encounter</p><p>Level 3: Teleport 45' per-encounter</p><p>Level 6: Teleport 15' at-will/one encounter/day</p><p>Level 10: Teleport 5' at-will, 50' per-encounter</p><p>Level 12: Teleport 15' at-will, 65' per-encounter</p><p></p><p>That is not an unusual progression (and comes from a character I played from level 1 to level 12).</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 5322496, member: 72555"] Hazards should scale because non-dangerous hazards are not worth mentioning. Much like opponents should scale because non-dangerous opponents should be minionized, and non-dangerous minions are plot dressing. That doesn't mean that an existing hazard should become tougher, or that an existing monster should become tougher, just because the PCs gain levels. Now you can leave the difficulty of a region or a trap nebulous until the PCs encounter at, at which point you make it "always dangerous enough" for the PCs. --- However, falling 10' is falling 10'. It isn't a different fall because the PCs are higher level. Higher level PCs are supposed to find things that would challenge lower level PCs trivial. One of those things is (comparatively) short falls. If you want to make the pit traps more dangerous without making them taller, stick lava/spikes/poison/timeless voids at the bottom of them. While movement doesn't speed up, the ability to gain easy access to a climb speed, burrow speed, teleport speed, or fly speed crops up in paragon, and epic characters who lack encounter or at-will alternative movement modes are like heavy armor halflings in heroic -- they are crippled at moving around. Ie, take a character with teleports: Level 1: Teleport 25' per-encounter Level 3: Teleport 45' per-encounter Level 6: Teleport 15' at-will/one encounter/day Level 10: Teleport 5' at-will, 50' per-encounter Level 12: Teleport 15' at-will, 65' per-encounter That is not an unusual progression (and comes from a character I played from level 1 to level 12). [/QUOTE]
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Falling Damage Scaling With Tier?
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