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Horizontal falling objects?
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<blockquote data-quote="chilibean" data-source="post: 146786" data-attributes="member: 2220"><p>How about this:</p><p></p><p>If you are in the path initially, you must make a reflex save of DC 15.</p><p></p><p>If you make it: you only take 1d6 impact damage and are forced to one side or the other.</p><p></p><p>If you fail: you take 1d6 impact damage and 2d6 dragging damage. You are moved 60' per round with the rock and must make a reflex save DC 20 to scramble out of the way. Failure means you take the 2d6 damage again and are moved 60' again the next round. Repeat until either you make it or are smeared into a red stain.</p><p></p><p>Allow another player with a move of at least 30, to run along with the rock and try to aid another if they wish. If they pass a DC 15 reflex save they can stay ahead of the boulder and can make a strength check of DC 10 (+1 per 20 lbs that the character and their gear weigh) to pull them free. If they fail their reflex save by more than 10 then they stumble and are now being dragged also. No impact damage but they take the 2d6 dragging damage as normal and they have to free themselves before they can help the other.</p><p></p><p>If they have a move of between 15 and 29 and want to try to aid someone being pushed, then give them a -1 to the reflex save and strength check for each movement point lower than 30 they have, since they have to be running harder just to stay ahead of the damn rock. A speed of lower than 15 would make it impossible (a double move run doesn't go as fast as the rock).</p><p></p><p>Is that reasonable?</p></blockquote><p></p>
[QUOTE="chilibean, post: 146786, member: 2220"] How about this: If you are in the path initially, you must make a reflex save of DC 15. If you make it: you only take 1d6 impact damage and are forced to one side or the other. If you fail: you take 1d6 impact damage and 2d6 dragging damage. You are moved 60' per round with the rock and must make a reflex save DC 20 to scramble out of the way. Failure means you take the 2d6 damage again and are moved 60' again the next round. Repeat until either you make it or are smeared into a red stain. Allow another player with a move of at least 30, to run along with the rock and try to aid another if they wish. If they pass a DC 15 reflex save they can stay ahead of the boulder and can make a strength check of DC 10 (+1 per 20 lbs that the character and their gear weigh) to pull them free. If they fail their reflex save by more than 10 then they stumble and are now being dragged also. No impact damage but they take the 2d6 dragging damage as normal and they have to free themselves before they can help the other. If they have a move of between 15 and 29 and want to try to aid someone being pushed, then give them a -1 to the reflex save and strength check for each movement point lower than 30 they have, since they have to be running harder just to stay ahead of the damn rock. A speed of lower than 15 would make it impossible (a double move run doesn't go as fast as the rock). Is that reasonable? [/QUOTE]
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