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Flying, Teleportation, Unwilling Mounts, and Falling - how would you rule?
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<blockquote data-quote="Fanaelialae" data-source="post: 6989751" data-attributes="member: 53980"><p>I would rule that casting <em>dimension door</em> replaces the action to climb onto the creature. However, the character would still need to make the check to hang on to the creature (I wouldn't grant that automatically). </p><p></p><p></p><p></p><p>Given that the fall takes 5 sec, a round is 6 seconds long, and Vel presumably didn't fall at the very start of the round (given that he cast a spell and made two attacks) I would allow it at any point in the same round. Maybe even at the top of the next round if I'm feeling generous.</p><p></p><p>Don't get me wrong, in more typical cases of falling where no one intervenes I just resolve it immediately since that's easier. But if someone wants to interrupt the fall, they may have some leeway to act depending on how long google says a fall from that height takes. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p><p></p><p></p><p></p><p>Yeah, if she activates her bonus Dash then I'd probably let her make a check. It's not really super speed, but I'd rather err on the side of being too generous than too stingy with my rulings (more fun that way IME). It would depend on her relative starting position to him though (probably no more separation than 15 feet, although possibly more if she is closer to the ground than he is). Since it's a race between her and the merciless grip of gravity, we'd also roll how far Vel falls before she is able to catch him. Since in this scenario we have a very convenient 100 feet, and we know if she catches him he doesn't hit the ground, I'd roll a 1d10 and multiply the result by 10 feet (rolling a zero would count as falling less than 10 feet). They would then divide the damage for falling that distance between them evenly. Less, if she has distance left to slow their descent gradually. It's very much a case-by-case basis from my perspective. If her Dex check is particularly good, I'd take the more favorable roll from 2d10.</p><p></p><p></p><p></p><p>True. In fairness, the stakes will often be much higher in the case of COaBC, since if you fail your check you're potentially in for a long fall.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 6989751, member: 53980"] I would rule that casting [I]dimension door[/I] replaces the action to climb onto the creature. However, the character would still need to make the check to hang on to the creature (I wouldn't grant that automatically). Given that the fall takes 5 sec, a round is 6 seconds long, and Vel presumably didn't fall at the very start of the round (given that he cast a spell and made two attacks) I would allow it at any point in the same round. Maybe even at the top of the next round if I'm feeling generous. Don't get me wrong, in more typical cases of falling where no one intervenes I just resolve it immediately since that's easier. But if someone wants to interrupt the fall, they may have some leeway to act depending on how long google says a fall from that height takes. ;) Yeah, if she activates her bonus Dash then I'd probably let her make a check. It's not really super speed, but I'd rather err on the side of being too generous than too stingy with my rulings (more fun that way IME). It would depend on her relative starting position to him though (probably no more separation than 15 feet, although possibly more if she is closer to the ground than he is). Since it's a race between her and the merciless grip of gravity, we'd also roll how far Vel falls before she is able to catch him. Since in this scenario we have a very convenient 100 feet, and we know if she catches him he doesn't hit the ground, I'd roll a 1d10 and multiply the result by 10 feet (rolling a zero would count as falling less than 10 feet). They would then divide the damage for falling that distance between them evenly. Less, if she has distance left to slow their descent gradually. It's very much a case-by-case basis from my perspective. If her Dex check is particularly good, I'd take the more favorable roll from 2d10. True. In fairness, the stakes will often be much higher in the case of COaBC, since if you fail your check you're potentially in for a long fall. [/QUOTE]
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Flying, Teleportation, Unwilling Mounts, and Falling - how would you rule?
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