El Mahdi said:
Real-life survivals of such falls are extremely rare (like 1 in 1 million rare).
So, the problem isn't that the demi-god slaying paladin can survive the impact, it's that the demi-god slaying paladin can almost always survive the impact.
For many, it just doesn't make sense.
Isn't the demigod-slaying paladin like, 1 in a million though?
But aren't single-handed slayings of dragons and demigods also 1 in a million?
Yeah, but now calculate the odds of him being
both the guy who can slay a demigod, and a guy who happens to survive that fall. Potentially twice, or three times. That guy is 1 in ...a lot. And, there's more where he came from, since it applies to the party Fighter, too, and maybe the Cleric, or Druid, or Thief, or Bard, or Wizard, etc. And the villain Fighter, or Cleric, or Blackguard, or Giant, or Dragon (if you stop it from flying), or Demon, or...
I think that's what El Mahdi is talking about when it just doesn't make sense for many people.
Hit point loss can be anything.
When my halfling paladin fell and took falling damage, I stated that he channeled his divine powers into an emergency plea for help and an angel CAME OUTTA NOWHERE and caught him.... slowed his descent.
HPs are abstract, man.
And for people that want to play completely mundane characters for the cool factor? Or that don't want this level of divine intervention? Or who don't want to say "oh, and there's this branch that wasn't there before, slowing you down, because I need a plot device"?
Those things are fine to use, but they're hardly universally wanted by groups in this situation. Some people want this for their super badass mundane warriors:
[ame=http://www.youtube.com/watch?v=XcA5c8S6Q-s]Batman's Calm. - YouTube[/ame]
But the same PC can almsot always survive being hit by the club of a 12' tall giant, or being fried by the breath of a gargantuan red dragon.
Surviving what would be certain death for anyone else is part of the schtick of a demi-god slaying paladin!
Same with a giant twice your PC's size beating him with a tree.
Same with a dragon five times your PCs size slashing him with its claws (and the attack doesn't even move him)
Why should falling get more deadly at high level when everything else isn't?
Yes, let's fix these, too! (And I say "fix" lightly, as one man's fix is another's "break", but I hope it gets my personal preference across.)
Let's make it so that
if you get solidly hit by that giant, you're badly injured or dead. If you're really tough, maybe not. If you're okay with being that super-human-like, sure. I've mentioned the PC in my game that was built to be strong like Hercules, and him being tough was part of the concept as well. He just wasn't seen as mundane.
Give mundane characters
other ways to deal with it, like dodging. HP are nice in how versatile they are, but they fail the "badass mundane" check sometimes (falling, lava, etc.). Batman, above, was going to be paste. Another PC saved him. I'd much rather have that than "he gets saved every time, somehow!" when a situation like that arises. Others disagree, and that's fine. Let's try to make this work for everyone, though.
My point is that unless you make the falling rules "You fell from too high, You die.", somebody's character might survive.
Then you (as the DM) will have to explain the survival or ignore the rules. If you choose to follow the rules, your explanation might not make sense or be realistic.
I think that's his point, as he wants the rules to cover it from a more "realistic" perspective as well.
The damage from a Giant's club can be described (by the DM, of course), as only being a glancing blow, etc., and it makes sense (the same goes for the Dragons slash). There is no way to turn a 200' fall into a glancing blow and have it make sense...
The Fireball can be dodged, shielded by an object, mitigated by armor or clothing, etc. Conversely, the ground cannot be dodged, cannot be concievably blocked by any object the PC may be carrying, nor will any mitigation due to clothing or armor help enough in a 200' fall.
It's not getting more deadly when everything else isn't...it already is inherently more deadly. Just like falling onto lava. There simply is no realistic, narrative explanation for commonly surviving a 200' fall with relative impunity.
That leaves the Rules As Written, if included as part of the base rules, as unsupportive and exclusionary of Realistic Play Styles. Impossible to ignore.
Conversely, base rules that support a Realistic Play Style are much more easily ignored or altered to support a Fantasy Super-Hero Play Style.
The first does not support the design goals of Monte and Company for D&D Next. The second does.
Yep. I'd like HP flexed in such a way that it can continue to satisfy both groups. You got "hit" by a giant, but didn't drop. Did you dodge? Was it glancing? Did you take it because you've got superhero toughness? Did you deplete your divine energy stores (and consequently how much you god likes you? Never been sure on that...) by having your faith deflect it? Did you ward against it with magic? You've got options.
You fall 400 feet and land, and can reliably walk away. Now we have superheroic toughness, and faith, and warding, but we don't have the more "realistic" (mundane) "glancing blow" and "dodge" options. I think El Mahdi's point is that he wants to see the rules on HP (or falling) to continue to cover both play styles, rather than excluding mundane, for some reason. Same for lava, etc. As always, play what you like
