Flying into a Wall of Force effects?

Lord Thurham:

No hard feelings, Thurham. I wasn't chidding you for trying. I've made similar comparisons to try and find out how to deal with unusual player tactics. I think your ideas above are very good and fit in well with the existing rules (hat's off).

I just say ignore the feather fall issue, it's a spell... ;)

Best wishes and good rules.
 

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My gut reaction would be to just use falling damage for the simplicty of it. The farther you move in a combat round the more damage your going to take, because the farther you move in a set amount of time, the faster you are moving. I might subtract 10 or 20 ft from the final figure since you probably woudn't be moving fast enough at that point to whack yourself too hard.
 

Dr_Rictus said:


A fine point, but note that you can already do this to a degree in D&D by making Jump and Tumble checks, in which case you take even less damage. Or are you prepared to institute more complicated rules for creatures who fall when they are somehow impaired from attempting to control their fall?

A person can still twist if they are tied up. Skills like tumble and jump just shapen a person's instincts. I only saying that speed is not the only factor in figuring damage in a crash.
 

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