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
*TTRPGs General
Fighting in Freefall
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="Dreaddisease" data-source="post: 1488818" data-attributes="member: 3548"><p>Not in anyway inspired by the LOTR movies, but more of my silly imagination deciding what aspect to give a flat world. I figured there would be an edge of the world (reference to The Gods must be Crazy) and how could I get my players in my campaign to jump off. </p><p></p><p>Setup: They go to the tower at the edge for some reason. I give them maybe a strip of land that keeps the water from falling off. With only about 100 to 200 feet this strip does not give a party much to go on. Especially when 2 huge and 1 gigantic red dragon emerge from the water to defend some treasure or whatever (reasons can be made up on the fly). So I want my players to do whatever they want using the land or sea or tower or magic to their advantage, but I want jumping off the edge to be an interesting option. </p><p></p><p>Because I must cover all options (as well as a setup to after they jump off) I need to know what a combat in freefall would consist off. </p><p></p><p>Reality: Base jumpers have a scary prospect of getting 'blown' into the rock wall. There are also some effects of falling that would make worn items subject to damage (or loss). What are other problems? What would be the chance of slamming back into the wall? What should be some saving throws for material or clothing? What kind of check to maintain control of shields. What kind of drag would a shield create in wind resistance? Propensity to 'tailspin'? etc...</p><p></p><p>What I plan: When and if the characters jump they will have an advantage because only the 2 smaller dragons follow. Unable to use their wing attacks because that would create drag stopping or limiting their fall speed in relation to the party (should give the party advantage to get off some ranged attacks. Also after about 10 - 12 rounds of falling the dragons may be concerned about going to far. </p><p></p><p>After that, the party will have to stop and find a way back or back to land. I figure feather fall, levitate and fly should be accessible enough to catch the party.</p><p></p><p>Finally: What kind of movement should be allowed horizontally and even vertically? How should the characters be able to move? Maybe half speed horizontally or maybe only 10 feet a round as move equivalent or their full speed? I am assuming that all of them will fall at the same speed unless shields are involved. The dragons will fall faster because of minimizing drag. Characters can opt to fall faster by minimizing drag also.</p></blockquote><p></p>
[QUOTE="Dreaddisease, post: 1488818, member: 3548"] Not in anyway inspired by the LOTR movies, but more of my silly imagination deciding what aspect to give a flat world. I figured there would be an edge of the world (reference to The Gods must be Crazy) and how could I get my players in my campaign to jump off. Setup: They go to the tower at the edge for some reason. I give them maybe a strip of land that keeps the water from falling off. With only about 100 to 200 feet this strip does not give a party much to go on. Especially when 2 huge and 1 gigantic red dragon emerge from the water to defend some treasure or whatever (reasons can be made up on the fly). So I want my players to do whatever they want using the land or sea or tower or magic to their advantage, but I want jumping off the edge to be an interesting option. Because I must cover all options (as well as a setup to after they jump off) I need to know what a combat in freefall would consist off. Reality: Base jumpers have a scary prospect of getting 'blown' into the rock wall. There are also some effects of falling that would make worn items subject to damage (or loss). What are other problems? What would be the chance of slamming back into the wall? What should be some saving throws for material or clothing? What kind of check to maintain control of shields. What kind of drag would a shield create in wind resistance? Propensity to 'tailspin'? etc... What I plan: When and if the characters jump they will have an advantage because only the 2 smaller dragons follow. Unable to use their wing attacks because that would create drag stopping or limiting their fall speed in relation to the party (should give the party advantage to get off some ranged attacks. Also after about 10 - 12 rounds of falling the dragons may be concerned about going to far. After that, the party will have to stop and find a way back or back to land. I figure feather fall, levitate and fly should be accessible enough to catch the party. Finally: What kind of movement should be allowed horizontally and even vertically? How should the characters be able to move? Maybe half speed horizontally or maybe only 10 feet a round as move equivalent or their full speed? I am assuming that all of them will fall at the same speed unless shields are involved. The dragons will fall faster because of minimizing drag. Characters can opt to fall faster by minimizing drag also. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Fighting in Freefall
Top