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Falling/Diving into Water
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<blockquote data-quote="Quickleaf" data-source="post: 6474545" data-attributes="member: 20323"><p>I'm thinking along the same lines too.</p><p></p><p>Say, diving deliberately into water negates the first 40 feet, while falling into water negates the first 20 feet, for purposes of calculating falling damage.</p><p></p><p></p><p>Yeah, the La Quebrada divers in Acapulco are sort of my litmus test for handling extreme dive conditions.</p><p></p><p>So, if we use my guideline above with a skilled diver and the 115' drop... They take damage as if they fell 70' since it is a deliberate dive into water... That's 24 (7d6) damage... Say the diver is a 4th level monk, their slow fall reduces that damage by 20... So they take 4 (0-22) points of damage.</p><p></p><p>That feels right to me. The kind of jump you don't want to do more than once or twice a day.</p><p></p><p>I think the question is for all those characters who are NOT monks, should some sort of check be allowed to further mitigate the damage, or is the "ignore first 40' when diving" rule sufficient?</p><p></p><p>For example, I could envision a difference between initiating a dive as part of movement versus initiating a dive using an action. In the first case, I'd use just the 40' rule, while in the second case I would use the 40' rule and also might also allow a Dexterity (Athletics) or Dexterity (Acrobatics) check to mitigate the damage even further... possibly by the amount of the check (though that feels a bit random), or possibly having a DC (based on the height of dive) to minimize any falling damage they sustain (i.e. 1 damage per 10').</p><p></p><p>EDIT: Two factors we haven't discussed, but that should be considered, are wearing armor and minimum safe water depth for a dive. I realize that for some groups, people are going to go "who cares if Bruno the paladin in plate armor can reduce falling damage by the same amount as Squeaky the rogue in leather armor?" In other groups, I imagine it could cause suspension of belief.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 6474545, member: 20323"] I'm thinking along the same lines too. Say, diving deliberately into water negates the first 40 feet, while falling into water negates the first 20 feet, for purposes of calculating falling damage. Yeah, the La Quebrada divers in Acapulco are sort of my litmus test for handling extreme dive conditions. So, if we use my guideline above with a skilled diver and the 115' drop... They take damage as if they fell 70' since it is a deliberate dive into water... That's 24 (7d6) damage... Say the diver is a 4th level monk, their slow fall reduces that damage by 20... So they take 4 (0-22) points of damage. That feels right to me. The kind of jump you don't want to do more than once or twice a day. I think the question is for all those characters who are NOT monks, should some sort of check be allowed to further mitigate the damage, or is the "ignore first 40' when diving" rule sufficient? For example, I could envision a difference between initiating a dive as part of movement versus initiating a dive using an action. In the first case, I'd use just the 40' rule, while in the second case I would use the 40' rule and also might also allow a Dexterity (Athletics) or Dexterity (Acrobatics) check to mitigate the damage even further... possibly by the amount of the check (though that feels a bit random), or possibly having a DC (based on the height of dive) to minimize any falling damage they sustain (i.e. 1 damage per 10'). EDIT: Two factors we haven't discussed, but that should be considered, are wearing armor and minimum safe water depth for a dive. I realize that for some groups, people are going to go "who cares if Bruno the paladin in plate armor can reduce falling damage by the same amount as Squeaky the rogue in leather armor?" In other groups, I imagine it could cause suspension of belief. [/QUOTE]
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