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How Do You Handle Falling Damage?
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<blockquote data-quote="Chaosmancer" data-source="post: 9364853" data-attributes="member: 6801228"><p>That is just always going to happen. </p><p></p><p>I've seen a character like McClain or Wick survive falling from 3 to 5 stories and landing on a car, limping off before fighting in the next scene. Never seen someone get hit by a charging rhinoceros get back up. But a charging minotaur can't be a death sentence that causes multiple broken bones and permanent injury. Game would just break down. </p><p></p><p>Meanwhile, while falling is relatively mundane, lava is the raw power of creation, in many ways, vastly and cataclysmically destructive. It has a narrative weight to it.</p><p></p><p></p><p></p><p>See, you are trying to avoid it, but I just don't see the point in that. We don't make rules to make weapons suddenly more dangerous in certain circumstances, we just ignore the discrepancy. I also just don't usually take player's hostage. I take an NPC hostage. Works better on most levels.</p><p></p><p></p><p></p><p>I don't understand what you are trying to say here. Enemies that deal a lot of damage ARE risks. I don't see how hitting -15 and dying outright makes them better fights. To me, it seems like it will just make the characters unwilling to engage unless they are at full hp.</p><p></p><p>I was talking to a fellow GM not too long ago. He has a party that recently hit level 11... and are still scared of a side mission he gave them forever ago to investigate a hag. He's worried that they are going to be disappointed, because the Hag mission was given to them early on, and she is like CR 4. But they still are building her up as this massive threat. </p><p></p><p>I just very rarely see players not feeling like things are a risk. Meanwhile, I have to constantly reassure them that... it is okay for them to actually take risks. I don't want them retreating after each fight, to attempt to heal to full, and constantly making that a needed goal because if they are down even a little hp, they run the risk of suddenly dying.</p><p></p><p></p><p></p><p>We were literally in a situation where the cleric wanted to cast stone shape, to seal the room, so that they could long rest, because they were down three spell slots, a channel divinity and a some hp. I, as another player, had to convince them that we really didn't need to take a long rest. </p><p></p><p>Sure, the DM could have told us that they were going to gather the enemy outside the former door (hello fireball formation) or try and break through the wall (which would break the rest, but wouldn't be too fast for us to react to) but what finally convinced them was me pointing out... the bad guys could just walk past and leave the tower. And since we were here for a McGuffin, we would lose, because we would be giving them 8 hours to just... walk out.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9364853, member: 6801228"] That is just always going to happen. I've seen a character like McClain or Wick survive falling from 3 to 5 stories and landing on a car, limping off before fighting in the next scene. Never seen someone get hit by a charging rhinoceros get back up. But a charging minotaur can't be a death sentence that causes multiple broken bones and permanent injury. Game would just break down. Meanwhile, while falling is relatively mundane, lava is the raw power of creation, in many ways, vastly and cataclysmically destructive. It has a narrative weight to it. See, you are trying to avoid it, but I just don't see the point in that. We don't make rules to make weapons suddenly more dangerous in certain circumstances, we just ignore the discrepancy. I also just don't usually take player's hostage. I take an NPC hostage. Works better on most levels. I don't understand what you are trying to say here. Enemies that deal a lot of damage ARE risks. I don't see how hitting -15 and dying outright makes them better fights. To me, it seems like it will just make the characters unwilling to engage unless they are at full hp. I was talking to a fellow GM not too long ago. He has a party that recently hit level 11... and are still scared of a side mission he gave them forever ago to investigate a hag. He's worried that they are going to be disappointed, because the Hag mission was given to them early on, and she is like CR 4. But they still are building her up as this massive threat. I just very rarely see players not feeling like things are a risk. Meanwhile, I have to constantly reassure them that... it is okay for them to actually take risks. I don't want them retreating after each fight, to attempt to heal to full, and constantly making that a needed goal because if they are down even a little hp, they run the risk of suddenly dying. We were literally in a situation where the cleric wanted to cast stone shape, to seal the room, so that they could long rest, because they were down three spell slots, a channel divinity and a some hp. I, as another player, had to convince them that we really didn't need to take a long rest. Sure, the DM could have told us that they were going to gather the enemy outside the former door (hello fireball formation) or try and break through the wall (which would break the rest, but wouldn't be too fast for us to react to) but what finally convinced them was me pointing out... the bad guys could just walk past and leave the tower. And since we were here for a McGuffin, we would lose, because we would be giving them 8 hours to just... walk out. [/QUOTE]
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