Gravity

szilard said:
Does it then follow that the fighter doesn't fall 300 feet, either?

-Stuart

Well, it follows that he doesn't hit solid ground at terminal velocity. Think Indiana Jones - a modern day, heroic figure. If he falls off a cliff, he'll survive - it may be because of trees on the cliff face, or a cart of hay, or his belt catches in snag, or a million other reasons; but he'll live. That's what heroic adventuring is about, and D&D is a game of heroic adventuring.

When James Bond gets shot, it hits his metal cigarette case instead. It's the same principle.

I understand that people would rather D&D was a game of simulationist realism instead of heroic fantasy; and that's cool. They can tweak their game to whatever extent is needed to rpovide the simulationist level of realism that they want; they can add detailed crit charts and specific hit location; they can make a goblin with a bread knife dangerous. But that's not what D&D is designed to do "out of the box" - it's designed to piortray heroic fantasy where people who fall off cliffs survive.
 

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Rechan said:
How many Fantasy Novels/movies have you watched where the Bad Guy fell down a chasm and died, though? Bad guys operate under the same rules as the Heroes.

Not often.

Most of the time the villian survives and is back in the sequel, though they are thought to be killed.

Geoff.
 


Grog said:
Says you. I don't like to have things decided after the first round of combat (which is why I also don't like save-or-dies). That's not tense, that's annoying and anticlimactic.

And "death spiral" fights turn things into even more of a "he who wins initiative wins" situation than D&D currently is..
Then I guess we've just had radically different experiences with Death Spiral. The game I played where it was the health system was very enjoyable. But then, I had a maxed Dodge pool, and later got a fight-long ability that let me roll dodge against every attack.
 

Geoff Watson said:
I agree that death spirals aren't fun, but why do you think they are realistic?
Because in real life, all other things being equal, someone who's taken a non-superficial wound doesn't fight as well as someone who's unhurt.
 

Grog said:
And "death spiral" fights turn things into even more of a "he who wins initiative wins" situation than D&D currently is.

Ah, Shadowrun, where speed is life, and in 2e, you could be shot three times by the same person before you went.

Brad
 

The problem is Hit Points. I propose that from now on, all damage is Con damage. As in a fall from 300' feet does 20d6 Con damage.

There. Now your 20th level Fighter is only a little more likely to survive that fall. Feel better now?

But if he rolls four natural 20's in a row on this Fort save, he survives with 1 Con and 1 HP. That explains the Stewardess.

I'm also changing the name of the game to Dungeons & Kobolds, because anyone who fights a Dragon will definitely die in the first round now, and that's no fun at all. Let's stick to Kobolds.
 

Irda Ranger said:
I'm also changing the name of the game to Dungeons & Kobolds, because anyone who fights a Dragon will definitely die in the first round now, and that's no fun at all. Let's stick to Kobolds.

Still too dangerous Irda Ranger, I suggest Basements & Kobolds :lol:
 

Geoff Watson said:
Not often.

Most of the time the villian survives and is back in the sequel, though they are thought to be killed.
This is correct. However, now that you mention it, I realize that D&D has no rules for leaving a villain horribly scarred by the PC's parting Fireball blast that everyone thought killed him! What a gaping hole in the rules? This does not make any sense!!

Fix this is 4e!!!! Mearls, are you listening? Anyone?
 

Easy solution to keeping characters from treating falling like no big deal: apply falling damage to their equipment as well. A fighter may laugh off 35 damage to himself, but if it applies to his armor, weapon, and/or any of his shiny magic items he'll probably think twice about it.
 

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