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How Do You Handle Falling Damage?
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<blockquote data-quote="Oofta" data-source="post: 9364030" data-attributes="member: 6801845"><p>When it comes to falling, damage, and commoners, a lot of this just comes down to oversimplification of damage modeling. One we can either ignore or modify. A commoner has 4 HP because they are not trained in combat, they aren't supposed to be any good at it and are killed easily. A 20th level fighter are the absolute best of the best. They know how to take a blow to lessen the damage, how to deflect, dodge or simply absorb blows. </p><p></p><p>There's a <a href="https://www.esquire.com/entertainment/movies/a45733373/sylvester-stallone-sly-netflix-rocky-iv-dolph-lungren-fight/" target="_blank">story </a>about how Dolph Lundgren put Sylvester Stallone in the hospital for 9 days filming Rocky IV because Sylvester told Dolph not to hold back in the initial fight scene. While Dolph is a trained martial artist, I doubt he would have stood a chance against a real boxer. He certainly wouldn't have sent a highly trained boxer to the hospital. The difference is that a trained boxer knows how to defend, how to take a blow, has done exercises that allow them to take blows not just for looks like Stallone.</p><p></p><p>But this all starts to fall apart when we get outside of combat and there's just not a great way to model falling damage. Falling from great heights doesn't come up often in my games. Fairly short falls I can say that the PC knows how to land when they fall, there's some luck and plot armor. But the above is why if your PC falls a significant distance, they're dead in my games. The only question for me is where to draw that line and what to do about those borderline cases.</p></blockquote><p></p>
[QUOTE="Oofta, post: 9364030, member: 6801845"] When it comes to falling, damage, and commoners, a lot of this just comes down to oversimplification of damage modeling. One we can either ignore or modify. A commoner has 4 HP because they are not trained in combat, they aren't supposed to be any good at it and are killed easily. A 20th level fighter are the absolute best of the best. They know how to take a blow to lessen the damage, how to deflect, dodge or simply absorb blows. There's a [URL='https://www.esquire.com/entertainment/movies/a45733373/sylvester-stallone-sly-netflix-rocky-iv-dolph-lungren-fight/']story [/URL]about how Dolph Lundgren put Sylvester Stallone in the hospital for 9 days filming Rocky IV because Sylvester told Dolph not to hold back in the initial fight scene. While Dolph is a trained martial artist, I doubt he would have stood a chance against a real boxer. He certainly wouldn't have sent a highly trained boxer to the hospital. The difference is that a trained boxer knows how to defend, how to take a blow, has done exercises that allow them to take blows not just for looks like Stallone. But this all starts to fall apart when we get outside of combat and there's just not a great way to model falling damage. Falling from great heights doesn't come up often in my games. Fairly short falls I can say that the PC knows how to land when they fall, there's some luck and plot armor. But the above is why if your PC falls a significant distance, they're dead in my games. The only question for me is where to draw that line and what to do about those borderline cases. [/QUOTE]
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