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"He's beyond my healing ability..."
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<blockquote data-quote="Celebrim" data-source="post: 5623287" data-attributes="member: 4937"><p>This is true. However, it is worth noting that it is something which has caused significant amounts of complaint and distress on the part of DMs for the last 30 years. Practically every early edition of Dragon either had an article addressing percieved problems with the rules for falling, or else a letter to the editor discussing an article about the percieved problems with the rules for falling. An enormous number of suggestions were submitted and argued over. I and others written at length about the issue of why people care more about 'fell 20 feet' or 'emmersed in acid' than they do about 'struck by a sword'.</p><p></p><p>I bring this up because I want to point out that there is probably no hypocricy on the part of the people in this discussion. You seem to be suggesting through this statement that the other side is being very selective in what it complains about, but in fact you don't really have alot of evidence that I or anyone else is being arbitrary about the unrealisms that they choose to accept or not accept. And this is particularly true in the case of falling, where I bet - based on how often its come up in past discussions of EnWorld - that there are a lot of house rules in play.</p><p></p><p></p><p></p><p>Or house rules. My house rules are built around the very notion you bring up - that a fall off the top of a ladder ought to be potentially lethal, but there ought to be some chance of surviving a fall out of an airplane. </p><p></p><p>The way I achieve this is basically a pretty old rule idea where the damage from a fall is 1d20 per 10' you fall divided by the result of 1d6. So for example, a 30' fall doesn't have a damage range of 3-18, but rather a potential damage range of 0-60. Average damage is very close to average damage from 1d6/10', but the range is very different and there is a long tail that often means instant death. Hense, players might jump off a 60' cliff to escape death (and likely heroicly survive), but they probably won't take such a risk for any lesser reason. Thereby, I retain the mixture of realism and fantasy that I'm aiming for.</p><p> </p><p>As I said from the beginning, if the rules don't allow you to achieve what you want to achieve, then change the rules.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5623287, member: 4937"] This is true. However, it is worth noting that it is something which has caused significant amounts of complaint and distress on the part of DMs for the last 30 years. Practically every early edition of Dragon either had an article addressing percieved problems with the rules for falling, or else a letter to the editor discussing an article about the percieved problems with the rules for falling. An enormous number of suggestions were submitted and argued over. I and others written at length about the issue of why people care more about 'fell 20 feet' or 'emmersed in acid' than they do about 'struck by a sword'. I bring this up because I want to point out that there is probably no hypocricy on the part of the people in this discussion. You seem to be suggesting through this statement that the other side is being very selective in what it complains about, but in fact you don't really have alot of evidence that I or anyone else is being arbitrary about the unrealisms that they choose to accept or not accept. And this is particularly true in the case of falling, where I bet - based on how often its come up in past discussions of EnWorld - that there are a lot of house rules in play. Or house rules. My house rules are built around the very notion you bring up - that a fall off the top of a ladder ought to be potentially lethal, but there ought to be some chance of surviving a fall out of an airplane. The way I achieve this is basically a pretty old rule idea where the damage from a fall is 1d20 per 10' you fall divided by the result of 1d6. So for example, a 30' fall doesn't have a damage range of 3-18, but rather a potential damage range of 0-60. Average damage is very close to average damage from 1d6/10', but the range is very different and there is a long tail that often means instant death. Hense, players might jump off a 60' cliff to escape death (and likely heroicly survive), but they probably won't take such a risk for any lesser reason. Thereby, I retain the mixture of realism and fantasy that I'm aiming for. As I said from the beginning, if the rules don't allow you to achieve what you want to achieve, then change the rules. [/QUOTE]
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