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General Tabletop Discussion
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Falling Rules and actually Falling
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<blockquote data-quote="Tormyr" data-source="post: 7246847" data-attributes="member: 6776887"><p>Part of the reason I decided to use a Dexterity (Acrobatics) check for the reaction is that all classes have the option of choosing to have proficiency in it vs proficiency in Dexterity saving throws, and some classes can get expertise. It isn't a very 5e way of doing things, but having the Acrobatics check result subtract from the fall damage then means that someone who has a result of 0 damage sticks their landing.</p><p></p><p>As for terrain problems, difficult or particularly solid terrain can impose disadvantage on the role. Purposely making the jump gives advantage on the role. So those could cancel each other out. As an example from last night's game: Everyone was pulling themselves out of a 30' spiked pit trap. The ranger made her DC 10 Strength (Athletics) check to climb out via rope and grappling hook, but the rogue and bard failed. I had them fall from a distance of 10' which is 10 damage in my rules. They each used their reactions to make Dexterity (Acrobatics) checks to mitigate the 10 fall damage. The rogue rolled a 10 or better mitigating all fall damage, but the bard only rolled an 8 and took 2 fall damage in the end. Here is how it was narrated:</p><p></p><p>Me: The ranger climbs her way out. Unfortunately the rogue loses his grip halfway up and takes out the bard on the way down. The bard lands prone, and the rogue stumbles forward but keeps his feet.</p><p></p><p>Rogue: Cool!</p><p></p><p>Bard: Eh, 2 damage is not too bad.</p><p></p><p>Me: Unfortunately, you both hit the spikes at the bottom of the trap again. You take...</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7246847, member: 6776887"] Part of the reason I decided to use a Dexterity (Acrobatics) check for the reaction is that all classes have the option of choosing to have proficiency in it vs proficiency in Dexterity saving throws, and some classes can get expertise. It isn't a very 5e way of doing things, but having the Acrobatics check result subtract from the fall damage then means that someone who has a result of 0 damage sticks their landing. As for terrain problems, difficult or particularly solid terrain can impose disadvantage on the role. Purposely making the jump gives advantage on the role. So those could cancel each other out. As an example from last night's game: Everyone was pulling themselves out of a 30' spiked pit trap. The ranger made her DC 10 Strength (Athletics) check to climb out via rope and grappling hook, but the rogue and bard failed. I had them fall from a distance of 10' which is 10 damage in my rules. They each used their reactions to make Dexterity (Acrobatics) checks to mitigate the 10 fall damage. The rogue rolled a 10 or better mitigating all fall damage, but the bard only rolled an 8 and took 2 fall damage in the end. Here is how it was narrated: Me: The ranger climbs her way out. Unfortunately the rogue loses his grip halfway up and takes out the bard on the way down. The bard lands prone, and the rogue stumbles forward but keeps his feet. Rogue: Cool! Bard: Eh, 2 damage is not too bad. Me: Unfortunately, you both hit the spikes at the bottom of the trap again. You take... [/QUOTE]
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