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How Do You Handle Falling Damage?
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<blockquote data-quote="ezo" data-source="post: 9364611" data-attributes="member: 7037866"><p>Sorry. It wasn't so much annoyed but more because it is unhelpful to discuss lava scientifically when comparing it to dragon's breath--which we have no science to back up because precisely what is involved in dragon's breath is entirely subjective being as it is "made up".</p><p></p><p>Falling also destroys things. Granted falling isn't as destructive as immersion in lava!</p><p></p><p>However, whether it is falling/jumping from heights, acid, lava, dragon breath, or whatever, you can "walk away" after losing tons of HP--which is the real problem. Although IRL falls can break bones, acid and lava can burn and scar, unless you use lingering injuries and roll significant issues from that, none of it really matters--hp simply become and remain a resource, like spell slots, that you judge when is expending them worth it?</p><p></p><p></p><p>In many ways it is the same (or related) thing to those other situations. But those exists because HP is really plot armor more than anything else--justify the abstraction however you wish.</p><p></p><p>Assuming in such situations you aren't restrained or unconscious or something so you can actually act and react normally, the goblin-knifer might not be seen as much of a threat for several reasons if you've got 30 hp, since you're likely 3-4th level. Given it manages to hit you, RAW its threat potential is low (20% of your hp per hit), but still something you can't just ignore.</p><p></p><p>Having a crossbow pointed at your head of course should be threatening at any level--however trained, experienced people who have weapons endangering them know how to deal with those threats. The problem is again when they try to avoid/disable the threat and fail... and the damage is likely less than half their HP. In other words, narratively, since they aren't reduced to 0 hp so they were never really in any real "immediate danger."</p><p></p><p>Our houserule answers this to a point with critical damage, not critical hits. The above goblin has a chance (only 1 in 250,000) that it can deal enough damage to reduce you to 0 hit points with a single hit. With the (light) crossbow example, critical damage houserule would give a 1 in 2048 to reduce you to 0 hp on a hit. Since we've been using this houserule, players sweat it a bit more when they hear they've taken critical damage. Granted, the odds are still very long in most cases, but at least now it's possible!</p><p></p><p></p><p>Sure, that's fine of course, many people don't like massive damage rules. No issue with that, I just prefer them.</p><p></p><p>I've never seen it as punishing characters in any way or stopping them from taking those risks. Now, they just understand <em>those things are ACTUALLY risks!</em> And I prefer players to realize certain threats are simply likely beyond them (at least at present) and they either have to find another way to deal with it or something. Getting into the fights has never been an issue, regardless of having critical damage and using massive damage rules. Being more <em>cautious and prepared</em> however, I see as a blessing by comparison.</p><p></p><p>Also, to be clear, massive damage rules should not be auto death sentences, but definitely carry a chance of being knocked out or dying. What I don't like about 5E's massive damage option is the idea of being reduced to 0 hp. System shock might knock you out or kill you, but failing that you took the damage and should still have any remaining hp IMO.</p><p></p><p></p><p>Really, IMO, that is on the DM, not the players. As DM, players can tell me they want to take a long rest, but if they're in a dangerous area/ situtation, odds are something will happen that will prevent the long rest. I'm not saying it's impossible, but unlikely.</p><p></p><p>A short rest, in such times, they are more likely to get away with and benefit from.</p></blockquote><p></p>
[QUOTE="ezo, post: 9364611, member: 7037866"] Sorry. It wasn't so much annoyed but more because it is unhelpful to discuss lava scientifically when comparing it to dragon's breath--which we have no science to back up because precisely what is involved in dragon's breath is entirely subjective being as it is "made up". Falling also destroys things. Granted falling isn't as destructive as immersion in lava! However, whether it is falling/jumping from heights, acid, lava, dragon breath, or whatever, you can "walk away" after losing tons of HP--which is the real problem. Although IRL falls can break bones, acid and lava can burn and scar, unless you use lingering injuries and roll significant issues from that, none of it really matters--hp simply become and remain a resource, like spell slots, that you judge when is expending them worth it? In many ways it is the same (or related) thing to those other situations. But those exists because HP is really plot armor more than anything else--justify the abstraction however you wish. Assuming in such situations you aren't restrained or unconscious or something so you can actually act and react normally, the goblin-knifer might not be seen as much of a threat for several reasons if you've got 30 hp, since you're likely 3-4th level. Given it manages to hit you, RAW its threat potential is low (20% of your hp per hit), but still something you can't just ignore. Having a crossbow pointed at your head of course should be threatening at any level--however trained, experienced people who have weapons endangering them know how to deal with those threats. The problem is again when they try to avoid/disable the threat and fail... and the damage is likely less than half their HP. In other words, narratively, since they aren't reduced to 0 hp so they were never really in any real "immediate danger." Our houserule answers this to a point with critical damage, not critical hits. The above goblin has a chance (only 1 in 250,000) that it can deal enough damage to reduce you to 0 hit points with a single hit. With the (light) crossbow example, critical damage houserule would give a 1 in 2048 to reduce you to 0 hp on a hit. Since we've been using this houserule, players sweat it a bit more when they hear they've taken critical damage. Granted, the odds are still very long in most cases, but at least now it's possible! Sure, that's fine of course, many people don't like massive damage rules. No issue with that, I just prefer them. I've never seen it as punishing characters in any way or stopping them from taking those risks. Now, they just understand [I]those things are ACTUALLY risks![/I] And I prefer players to realize certain threats are simply likely beyond them (at least at present) and they either have to find another way to deal with it or something. Getting into the fights has never been an issue, regardless of having critical damage and using massive damage rules. Being more [I]cautious and prepared[/I] however, I see as a blessing by comparison. Also, to be clear, massive damage rules should not be auto death sentences, but definitely carry a chance of being knocked out or dying. What I don't like about 5E's massive damage option is the idea of being reduced to 0 hp. System shock might knock you out or kill you, but failing that you took the damage and should still have any remaining hp IMO. Really, IMO, that is on the DM, not the players. As DM, players can tell me they want to take a long rest, but if they're in a dangerous area/ situtation, odds are something will happen that will prevent the long rest. I'm not saying it's impossible, but unlikely. A short rest, in such times, they are more likely to get away with and benefit from. [/QUOTE]
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