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<blockquote data-quote="Kraydak" data-source="post: 3795585" data-attributes="member: 12306"><p>I can sort of see why falling (as opposed to weapon attacks) is the thing that people have the most suspension of disbelief issues with, as it is something that most people actually have RL exposure to. It isn't that surviving falling isn't reasonable compared to other things such characters can do (it is minor at best), but that people want to force RL experience in that one thing. I find it wierd. You have blatantly supernatural characters, so let them be supernatural.</p><p></p><p>Further, I have yet to see an hp explanation that doesn't allow for falling under the current rules w/the introduction of physics. HP as dodging (the worst explanation I have ever encountered in terms of explaining DnD rules) ends up by forcing high level fighters to react on a time scale equivalent to falling impact time scales, and accelerate meaningfully on those time scales. Anyone capable of doing that is *strong* and *fast* enough not merely to survive but flat out ignore falling. Personally I like cleric hp as divine providence, mage hp as passive defensive spells, somewhat a la Black Company, rogue hp as supernatural luck, and fighter hp as supernatural toughness. It actually explains DnD rules.</p></blockquote><p></p>
[QUOTE="Kraydak, post: 3795585, member: 12306"] I can sort of see why falling (as opposed to weapon attacks) is the thing that people have the most suspension of disbelief issues with, as it is something that most people actually have RL exposure to. It isn't that surviving falling isn't reasonable compared to other things such characters can do (it is minor at best), but that people want to force RL experience in that one thing. I find it wierd. You have blatantly supernatural characters, so let them be supernatural. Further, I have yet to see an hp explanation that doesn't allow for falling under the current rules w/the introduction of physics. HP as dodging (the worst explanation I have ever encountered in terms of explaining DnD rules) ends up by forcing high level fighters to react on a time scale equivalent to falling impact time scales, and accelerate meaningfully on those time scales. Anyone capable of doing that is *strong* and *fast* enough not merely to survive but flat out ignore falling. Personally I like cleric hp as divine providence, mage hp as passive defensive spells, somewhat a la Black Company, rogue hp as supernatural luck, and fighter hp as supernatural toughness. It actually explains DnD rules. [/QUOTE]
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