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Falling from Great Heights
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<blockquote data-quote="Saagael" data-source="post: 5878009" data-attributes="member: 84839"><p>Not sure if this has been mentioned in 20 pages, but on the subject of "realistic" falling damage (and this can be adapted to poisons and other aspect you want to make more gritty):</p><p></p><p>Damage no longer deals a dice amount of damage, but a percentage of a character's total health. Falling can deal 5% of a PC's health every 10 feet, capping out at death after falling 200ft. To up the level of grit, just add more percentage. 20% hp every 10 feet means you die after falling 50ft. That sounds good.</p><p></p><p>Did your player just drink some poison? Make a Con save, and for every point below the DC for resisting the poison, the PC takes 20% of his health. Got a <em>really</em> deadly poison, or the player just chugged some battery acid? Just increase the DC, and you're <em>sure</em> to kill some one.</p><p></p><p>Players surrounded by guards? Treat it like a hazard, or a "poison by puncture wounds". Players make an ability check to try and fight their way out, and take 20% of their hp damage for every point under the DC. Are the players really, <em>really</em> outnumbered? Just up the DC. Its super simple.</p><p></p><p>With this brand new system, players will still feel the sting of low level threats, and puts the control of those threats purely in the DM's hand, while still maintaining normal combat procedures with your classic use of hit points. Kind of like the dichotomy of skill challenges and combats in 4e, except using the same numbers for both.</p><p></p><p>* Disclaimer: For those that feel slighted by my silly tone, it's purely silly and not in any way trying to belittle or poke fun at those asking for more believable damage expressions for certain parts of the game. With the way D&D works, you're not going to get both sides of this argument in one system, and this is a relatively simple system that works side-by-side a combat system (maybe, not sure what 5e will bring though).</p></blockquote><p></p>
[QUOTE="Saagael, post: 5878009, member: 84839"] Not sure if this has been mentioned in 20 pages, but on the subject of "realistic" falling damage (and this can be adapted to poisons and other aspect you want to make more gritty): Damage no longer deals a dice amount of damage, but a percentage of a character's total health. Falling can deal 5% of a PC's health every 10 feet, capping out at death after falling 200ft. To up the level of grit, just add more percentage. 20% hp every 10 feet means you die after falling 50ft. That sounds good. Did your player just drink some poison? Make a Con save, and for every point below the DC for resisting the poison, the PC takes 20% of his health. Got a [I]really[/I] deadly poison, or the player just chugged some battery acid? Just increase the DC, and you're [I]sure[/I] to kill some one. Players surrounded by guards? Treat it like a hazard, or a "poison by puncture wounds". Players make an ability check to try and fight their way out, and take 20% of their hp damage for every point under the DC. Are the players really, [I]really[/i] outnumbered? Just up the DC. Its super simple. With this brand new system, players will still feel the sting of low level threats, and puts the control of those threats purely in the DM's hand, while still maintaining normal combat procedures with your classic use of hit points. Kind of like the dichotomy of skill challenges and combats in 4e, except using the same numbers for both. * Disclaimer: For those that feel slighted by my silly tone, it's purely silly and not in any way trying to belittle or poke fun at those asking for more believable damage expressions for certain parts of the game. With the way D&D works, you're not going to get both sides of this argument in one system, and this is a relatively simple system that works side-by-side a combat system (maybe, not sure what 5e will bring though). [/QUOTE]
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