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Falling from Great Heights
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<blockquote data-quote="Grabuto138" data-source="post: 5886029" data-attributes="member: 61053"><p>This is a very long thread and I have done my honest best to read through it but I appologize if I am repeating what someone else has said.</p><p> </p><p>I would like to see DM fiat play a larger role. There should be an easy mechanism (d6 or d10 per 10'). In an encounter, a DM should avoid a realistically instant death environment. If he does not, he should have a mechanism to avoid it (e.g. saving throw) or environmental conditions to explain why a character survived, like a clumb of soft bushes at the bottom of the cliff. </p><p> </p><p>Otherwise, a Dm should feel empowered to just tell the player, "If you do that you will die." And then kill him if he does it anyway.</p><p> </p><p>I prefer the "superhero" play style. If the story takes you to a place that you didn't expect and a hero jumps off a high cliff or into a vat of acid for heroic or roleplaying reasons (rather than "I know it can't kill me") give him a fighting chance by rolling the dice. Occasionally it might be worth it to fudge the dice. </p><p> </p><p>I would never let a player jump into a 100' pit because he knows he has enough HP and its the end of the day and we have plenty of healing anyway and scaling down is a pain in the arse. That dude is dead. But if he does it as a last ditch effort to prevent his capture and save his honor, or to drag the evil goat possesses by Asmodeus before he can get at anyone else, he gets a chance at least.</p></blockquote><p></p>
[QUOTE="Grabuto138, post: 5886029, member: 61053"] This is a very long thread and I have done my honest best to read through it but I appologize if I am repeating what someone else has said. I would like to see DM fiat play a larger role. There should be an easy mechanism (d6 or d10 per 10'). In an encounter, a DM should avoid a realistically instant death environment. If he does not, he should have a mechanism to avoid it (e.g. saving throw) or environmental conditions to explain why a character survived, like a clumb of soft bushes at the bottom of the cliff. Otherwise, a Dm should feel empowered to just tell the player, "If you do that you will die." And then kill him if he does it anyway. I prefer the "superhero" play style. If the story takes you to a place that you didn't expect and a hero jumps off a high cliff or into a vat of acid for heroic or roleplaying reasons (rather than "I know it can't kill me") give him a fighting chance by rolling the dice. Occasionally it might be worth it to fudge the dice. I would never let a player jump into a 100' pit because he knows he has enough HP and its the end of the day and we have plenty of healing anyway and scaling down is a pain in the arse. That dude is dead. But if he does it as a last ditch effort to prevent his capture and save his honor, or to drag the evil goat possesses by Asmodeus before he can get at anyone else, he gets a chance at least. [/QUOTE]
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