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General Tabletop Discussion
*Dungeons & Dragons
Falling/Diving into Water
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<blockquote data-quote="GMforPowergamers" data-source="post: 6472516" data-attributes="member: 67338"><p>first real world... after a high enough fall hitting water is worse then ground... the tension of the water is like hitting concrete, but then you sink after impact...</p><p></p><p>But really who cares about real life, that's boring. so I would start by using the 4e rule of an athletics or acrobatics check to negate damage, then add in water makes you 'resistance' to damgae...</p><p></p><p>lets see</p><p></p><p></p><p>so a 50ft drop does 5d6 (5-30 average 18) a skill check is 1d20+ stat mod/and prof so from 0-36 an agile proficient diver would be rolling 1d20+6 so negating 7-26 damage and could assume to absobe 10-17 pretty regular... so could 'jump 50ft' safely</p><p></p><p>add the water in for 1/2 damage and you double the drop to 100ft. in theory a legendary hero (say a high level rogue with a 20 dex and expertise) rolls 2d20 (advantage) takes the higher and adds 17 (12 double prof 5 stat). Now I have been told by people way smarter then me advantage is about +5 so on average you get a 10-15 on that roll, +17 is 27-32 pts negated... and half from water=resistance. could jump 200ft (20d6/2 is 10-60 damage average 35) </p><p></p><p>you could then tell the cinematic story of the 400ft drop into water (40d6/2= 20-120 damage nat 20 roll negates 37... within range of a lucky set of rolls)</p></blockquote><p></p>
[QUOTE="GMforPowergamers, post: 6472516, member: 67338"] first real world... after a high enough fall hitting water is worse then ground... the tension of the water is like hitting concrete, but then you sink after impact... But really who cares about real life, that's boring. so I would start by using the 4e rule of an athletics or acrobatics check to negate damage, then add in water makes you 'resistance' to damgae... lets see so a 50ft drop does 5d6 (5-30 average 18) a skill check is 1d20+ stat mod/and prof so from 0-36 an agile proficient diver would be rolling 1d20+6 so negating 7-26 damage and could assume to absobe 10-17 pretty regular... so could 'jump 50ft' safely add the water in for 1/2 damage and you double the drop to 100ft. in theory a legendary hero (say a high level rogue with a 20 dex and expertise) rolls 2d20 (advantage) takes the higher and adds 17 (12 double prof 5 stat). Now I have been told by people way smarter then me advantage is about +5 so on average you get a 10-15 on that roll, +17 is 27-32 pts negated... and half from water=resistance. could jump 200ft (20d6/2 is 10-60 damage average 35) you could then tell the cinematic story of the 400ft drop into water (40d6/2= 20-120 damage nat 20 roll negates 37... within range of a lucky set of rolls) [/QUOTE]
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Falling/Diving into Water
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