Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Falling from Great Heights
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="El Mahdi" data-source="post: 5870758" data-attributes="member: 59506"><p>Okey dokey...</p><p> </p><p><strong><u>Poisons</u></strong>: There are lots of different poisons, with varying lethality. And a poison's effect is incredibly variable (dosage, body weight of target, constitution/fortitude of target, mode of exposure, etc.) Also, very few poisons kill immediately unless exposed to massive doses. In the real world, people survive poisonings all the time, sometimes even without medical attention. So I'm cool with it being modeled through Hit Point loss or Ability damage based on a random Fortitude Check (or Constitution Check in D&D Next).</p><p> </p><p><strong><u>Acid</u></strong>: Again, this is a variable threat. If it's a pool of acid, then see the rules for Lava (in other words, Death and nothing but Death<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). That is if a Reflex (Dexterity) check is failed to keep from falling in. An Acid attack however (splashing, spray, etc.) is just Hit Point damage (IMO).</p><p> </p><p><strong><u>Fire</u></strong>: Fire also is variable. It depends on the time of exposure, the heat of the fire, mitigating objects, clothing, or a shield, etc. Fire isn't usually immediately lethal (which is why death by burning was such an absolutely horrible punishment). So in this case also, Hit Point damage works just fine for me.</p><p> </p><p>As to a Giant's club (as I think somebody mentioned earlier), I think the damage potential should be much higher than typically represented. But getting lucky and not suffering maximum Hit Point damage from such an attack is a reasonable outcome. There are a ton of variables in any weapon attack. Even a the attack from a Giant's club. So variable damage potential, modeled by Hit Points also works.</p><p> </p><p>But <strong><u>Lava</u></strong> (falling <em>onto</em> lava, as one cannot fall <em>into</em> lava) is almost certainly instant death. Either a save or die effect, or massive damage potential (determined each round...if saved before you're out of Hit Points, then you live - though you'd likely wished you'd died).</p><p> </p><p>And <strong><u>Falling Damage</u></strong>, based on real world consequences, falls of 50 feet are about 50% fatal, with the chances of survival quickly diminishing to practically zero very quickly. So, I'd want damage that scales up exponentially, or a percentage check for survivability (like 90% at 10 feet, 80% at 20 feet, 50% at 50 feet, 40% at 60 feet, 10% at 90 feet, and 99% at 100 feet or more...believe it or not, that's actually better odds than real life). Or even use both together.</p><p> </p><p><img src="http://www.enworld.org/forum/images/smilies/glasses.png" class="smilie" loading="lazy" alt="B-)" title="Glasses B-)" data-shortname="B-)" /></p></blockquote><p></p>
[QUOTE="El Mahdi, post: 5870758, member: 59506"] Okey dokey... [B][U]Poisons[/U][/B]: There are lots of different poisons, with varying lethality. And a poison's effect is incredibly variable (dosage, body weight of target, constitution/fortitude of target, mode of exposure, etc.) Also, very few poisons kill immediately unless exposed to massive doses. In the real world, people survive poisonings all the time, sometimes even without medical attention. So I'm cool with it being modeled through Hit Point loss or Ability damage based on a random Fortitude Check (or Constitution Check in D&D Next). [B][U]Acid[/U][/B]: Again, this is a variable threat. If it's a pool of acid, then see the rules for Lava (in other words, Death and nothing but Death;)). That is if a Reflex (Dexterity) check is failed to keep from falling in. An Acid attack however (splashing, spray, etc.) is just Hit Point damage (IMO). [B][U]Fire[/U][/B]: Fire also is variable. It depends on the time of exposure, the heat of the fire, mitigating objects, clothing, or a shield, etc. Fire isn't usually immediately lethal (which is why death by burning was such an absolutely horrible punishment). So in this case also, Hit Point damage works just fine for me. As to a Giant's club (as I think somebody mentioned earlier), I think the damage potential should be much higher than typically represented. But getting lucky and not suffering maximum Hit Point damage from such an attack is a reasonable outcome. There are a ton of variables in any weapon attack. Even a the attack from a Giant's club. So variable damage potential, modeled by Hit Points also works. But [B][U]Lava[/U][/B] (falling [I]onto[/I] lava, as one cannot fall [I]into[/I] lava) is almost certainly instant death. Either a save or die effect, or massive damage potential (determined each round...if saved before you're out of Hit Points, then you live - though you'd likely wished you'd died). And [B][U]Falling Damage[/U][/B], based on real world consequences, falls of 50 feet are about 50% fatal, with the chances of survival quickly diminishing to practically zero very quickly. So, I'd want damage that scales up exponentially, or a percentage check for survivability (like 90% at 10 feet, 80% at 20 feet, 50% at 50 feet, 40% at 60 feet, 10% at 90 feet, and 99% at 100 feet or more...believe it or not, that's actually better odds than real life). Or even use both together. B-) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Falling from Great Heights
Top