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Falling/Diving into Water
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<blockquote data-quote="Kobold Stew" data-source="post: 6474654" data-attributes="member: 23484"><p>I think this is a great question, and would like to offer my thoughts. Basically, I think this isn't risky enough. (Now that I've gone through things, though, I see I come to much the same result, just by another means). </p><p></p><p>It seems to me that 3 rules are relevant and should be brought into consideration.:</p><p>- the Rogue's expertise (in one of Ath/Acr) allows double your proficiency bonus</p><p>- Monk's slowfall at level 4 allows (4 x level) DR using a reaction. </p><p>- awkward, ungainly armours offer disadvantage on stealth checks. </p><p></p><p>Realworld concerns include:</p><p>- jumping/diving 30' (10m) requires more than 10 and less then 20 feet depth.</p><p>- jumping 60' (20m) foot first is safe but hurts, when it's planned, in a pool, without equipment, etc. Diving or falling from that height would be life-threatening for many people. </p><p></p><p>The acapulco divers are clearly monks -- their ability is not usual. Only with snowfall can falling from that height not do damage.</p><p></p><p>So I'd propose a simpler approach:</p><p></p><p>1. Falling damage = (height-20)', assuming 20 water depth. </p><p>2. Spend an action to dive/jump, and reduce the effective height another 20 ft.</p><p>3. Use reaction to Save for half damage (Ideally it would be a Dex (Athletics) check, but that's non-standard I know), disadvantage when wearing stealth-penalty armours (or simply all med and heavy armours). DC= 10+1 per 10ft or portion of effective height.</p><p></p><p>So let's see what this does with the examples you give:</p><p></p><p>120' cliff (about a ten story bldg?) gives DC 20 or 10d6 (120-20) damage (avg. 35).</p><p></p><p>-- If ranger (level 5) takes action, effective height = 80. If he is proficient in athletics, he adds his prof bonus to the save roll, but likely takes 28 or (DC 18) 14 damage. Roll at disadvantage if wearing med armour.</p><p>-- Monk (level 5) has slowfall, takes 15 or (DC 20) 8 and uses a reaction. effective height = 100.</p><p>-- Sorcerer casts misty step, effective height = 70. Likely damage = 31 or (DC 17) 16.</p><p>-- Rogue on back of ogre might not be able to use his reaction (if they're grappling, say). If he can and he has expertise, though, effective height = 100. 35 or (DC 20) 16 damage.</p><p></p><p>Ranger and monk are still conscious; the sorcerer may be likely unconscious; the rogue hovering on the edge. </p><p></p><p>My suggestion makes it rougher on the ranger and the sorcerer, and a bit easier on the rogue, and the same for the monk.</p><p></p><p>This was fun to think about.</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6474654, member: 23484"] I think this is a great question, and would like to offer my thoughts. Basically, I think this isn't risky enough. (Now that I've gone through things, though, I see I come to much the same result, just by another means). It seems to me that 3 rules are relevant and should be brought into consideration.: - the Rogue's expertise (in one of Ath/Acr) allows double your proficiency bonus - Monk's slowfall at level 4 allows (4 x level) DR using a reaction. - awkward, ungainly armours offer disadvantage on stealth checks. Realworld concerns include: - jumping/diving 30' (10m) requires more than 10 and less then 20 feet depth. - jumping 60' (20m) foot first is safe but hurts, when it's planned, in a pool, without equipment, etc. Diving or falling from that height would be life-threatening for many people. The acapulco divers are clearly monks -- their ability is not usual. Only with snowfall can falling from that height not do damage. So I'd propose a simpler approach: 1. Falling damage = (height-20)', assuming 20 water depth. 2. Spend an action to dive/jump, and reduce the effective height another 20 ft. 3. Use reaction to Save for half damage (Ideally it would be a Dex (Athletics) check, but that's non-standard I know), disadvantage when wearing stealth-penalty armours (or simply all med and heavy armours). DC= 10+1 per 10ft or portion of effective height. So let's see what this does with the examples you give: 120' cliff (about a ten story bldg?) gives DC 20 or 10d6 (120-20) damage (avg. 35). -- If ranger (level 5) takes action, effective height = 80. If he is proficient in athletics, he adds his prof bonus to the save roll, but likely takes 28 or (DC 18) 14 damage. Roll at disadvantage if wearing med armour. -- Monk (level 5) has slowfall, takes 15 or (DC 20) 8 and uses a reaction. effective height = 100. -- Sorcerer casts misty step, effective height = 70. Likely damage = 31 or (DC 17) 16. -- Rogue on back of ogre might not be able to use his reaction (if they're grappling, say). If he can and he has expertise, though, effective height = 100. 35 or (DC 20) 16 damage. Ranger and monk are still conscious; the sorcerer may be likely unconscious; the rogue hovering on the edge. My suggestion makes it rougher on the ranger and the sorcerer, and a bit easier on the rogue, and the same for the monk. This was fun to think about. [/QUOTE]
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