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Falling Rules and actually Falling
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<blockquote data-quote="Tormyr" data-source="post: 7246933" data-attributes="member: 6776887"><p>I haven't watched DCA, but I can only think of a few times long falls have come into play in Critical Role and my own games.</p><p></p><p>I do know they have given falls and jumps much more respect now. When a 100' fall does 61 damage instead of 35, they seriously consider other ways down first.</p><p></p><p>Having these rules in place would have helped me in my Age of Worms campaign. The ~17th level party visited a city carved into the side of a cliff. The valley floor was 1,500 feet below. At one point, they were fighting an ancient green dragon. The wizard used <em>wish </em>to turn into an adult red dragon, and the bard knocked the green dragon out with <em>tidal wave</em> which carried it off the cliff. Not realizing the green dragon was unconscious the red dragon dove after the green dragon to make sure it did not escape. Meanwhile, the dwarf paladin got knocked over the edge as well. At the time I ruled that everyone fell at a rate of 200' / round as that matched the maximum damage dice. The paladin had plenty of rounds to heal himself before contemplating the end, and the wizard could not catch up to the plummeting red dragon. In the end, the sorcerer used <em>teleport </em>to save the paladin at the last second by using his draconic wings to pull out of a dive while the dwarf cast <em>reduce</em> on himself to make himself lighter. Meanwhile the wizard only managed to hit the green dragon once on the way down with his flame breath before the ground added another death saving throw failure. The wizard tried to pull up, but he failed a Strength check. His wings popped upward like an inverted umbrella as he tried to pull up from his dive, and he crashed through the green dragon. The impact gave the third death saving throw failure, the green dragon body burst open, and enough damage was done to knock the wizard out of his dragon form. He got up from the crater his dragon form had left amid the pieces of green dragon.</p><p></p><p>Where the new rules would have helped, is that it would be codified that everyone had one turn to act in initiative before the falls were resolved. The wizard would not have been able to catch up to the green dragon, the 348 damage from the fall would not outright kill the green dragon whose max hp was 355. The green dragon would have had a few turns to try to roll 20 on a death saving throw and use its ring of invisibility to escape. The sorcerer would only have had 1 turn to teleport to the paladin. He honestly probably would not have made it in time, but the paladin had enough hp to not be killed outright. The sorcerer could have teleported to the paladin and administered a potion of healing.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7246933, member: 6776887"] I haven't watched DCA, but I can only think of a few times long falls have come into play in Critical Role and my own games. I do know they have given falls and jumps much more respect now. When a 100' fall does 61 damage instead of 35, they seriously consider other ways down first. Having these rules in place would have helped me in my Age of Worms campaign. The ~17th level party visited a city carved into the side of a cliff. The valley floor was 1,500 feet below. At one point, they were fighting an ancient green dragon. The wizard used [I]wish [/I]to turn into an adult red dragon, and the bard knocked the green dragon out with [I]tidal wave[/I] which carried it off the cliff. Not realizing the green dragon was unconscious the red dragon dove after the green dragon to make sure it did not escape. Meanwhile, the dwarf paladin got knocked over the edge as well. At the time I ruled that everyone fell at a rate of 200' / round as that matched the maximum damage dice. The paladin had plenty of rounds to heal himself before contemplating the end, and the wizard could not catch up to the plummeting red dragon. In the end, the sorcerer used [I]teleport [/I]to save the paladin at the last second by using his draconic wings to pull out of a dive while the dwarf cast [I]reduce[/I] on himself to make himself lighter. Meanwhile the wizard only managed to hit the green dragon once on the way down with his flame breath before the ground added another death saving throw failure. The wizard tried to pull up, but he failed a Strength check. His wings popped upward like an inverted umbrella as he tried to pull up from his dive, and he crashed through the green dragon. The impact gave the third death saving throw failure, the green dragon body burst open, and enough damage was done to knock the wizard out of his dragon form. He got up from the crater his dragon form had left amid the pieces of green dragon. Where the new rules would have helped, is that it would be codified that everyone had one turn to act in initiative before the falls were resolved. The wizard would not have been able to catch up to the green dragon, the 348 damage from the fall would not outright kill the green dragon whose max hp was 355. The green dragon would have had a few turns to try to roll 20 on a death saving throw and use its ring of invisibility to escape. The sorcerer would only have had 1 turn to teleport to the paladin. He honestly probably would not have made it in time, but the paladin had enough hp to not be killed outright. The sorcerer could have teleported to the paladin and administered a potion of healing. [/QUOTE]
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