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How far can you fall in a round?
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<blockquote data-quote="daemonslye" data-source="post: 303233" data-attributes="member: 6309"><p>There may be a few more thoughts regarding this type of </p><p>action:</p><p></p><p>1. For the scientifically minded, you may want to examine</p><p> the mass of the rogue and velocity the rogue achieved</p><p> by the time he met the "end of his rope" as it were. When</p><p> calculating velocity you may want to take into account</p><p> "drag" induced by the rogue...</p><p></p><p>2. Otherwise, we can use some common sense:</p><p></p><p> a.) Lets assume that the archer made his rope use and</p><p> climbing checks to create a harness that would not</p><p> immediately gut him at the end of the rope (otherwise</p><p> I would recommend the less painful falling damage;</p><p> "more area" if you take my meaning).</p><p></p><p> b.) The rogue meets the "end of his rope" (love that)</p><p> in a violent way.</p><p></p><p> c.) Unless he is using a bungee type of contraption, he</p><p> will still likely take some damage (there are walls to</p><p> consider and all sorts of physics at work here). Lets</p><p> further examine the rules:</p><p></p><p></p><p></p><p>The above rule attempts to assign damage by mass (under </p><p>200lbs) and distance fallen. The only other rule that may</p><p>further apply is "falling into water" to simulate some sort </p><p>of "cushion".</p><p></p><p></p><p></p><p>Given these clarifications I would rule that:</p><p></p><p>I. Meeting the "end of your rope" even with a nice harness</p><p> is ever so much more violent than diving into water. The</p><p> harness would require a use rope check (DC: 15) and</p><p> climb check (DC: 15). Do not forget the end tied to the</p><p> battlements (DC: 10 or 15 if tied one handed)</p><p></p><p>II. Damage might be 1d6 per 20ft fallen, rounding up (3d6</p><p> for a 50ft drop). The first 20ft is subdual.</p><p></p><p>III. A successful tumble check (DC15 for 20ft increasing by</p><p> five for every 20ft fallen; again round up (DC25 for 50ft)</p><p> will reduce damage by half.</p><p></p><p>IV. A successful concentration check will allow an action</p><p> at the end of this time (DC10 + 1/point of damage).</p><p></p><p>V. If the rogue has an item in his hands when he meets</p><p> the end of the rope, he may drop the item. I recommend</p><p> a reflex save (DC: 10 + 1/pnt of damage sustained).</p><p></p><p>VI. As far as movement is concerned, I am unaware if</p><p> falling counts against your "max move" during a round</p><p> (though, interestingly, a "dive" attack is treated as a </p><p> charge with a minimum of 30ft moved). Again, given the</p><p> violent nature of the halted movement, I believe the</p><p> point is moot (not many people rule in favor of the</p><p> "jump off a cliff, bounce, and move/run" scenario during a</p><p> single round.</p><p></p><p>....Of course I may be wrong; Your DM has enough on his</p><p>plate without rolling 10+ dice to adjucate one (un?)heroic</p><p>action. I just don't meet many rogues willing to try stunts</p><p>heard in a local bard's rendition of "Die Hard". They usually</p><p>just drop their weapons and say something like "Ya wanna</p><p>get rich??"</p><p></p><p>~D</p></blockquote><p></p>
[QUOTE="daemonslye, post: 303233, member: 6309"] There may be a few more thoughts regarding this type of action: 1. For the scientifically minded, you may want to examine the mass of the rogue and velocity the rogue achieved by the time he met the "end of his rope" as it were. When calculating velocity you may want to take into account "drag" induced by the rogue... 2. Otherwise, we can use some common sense: a.) Lets assume that the archer made his rope use and climbing checks to create a harness that would not immediately gut him at the end of the rope (otherwise I would recommend the less painful falling damage; "more area" if you take my meaning). b.) The rogue meets the "end of his rope" (love that) in a violent way. c.) Unless he is using a bungee type of contraption, he will still likely take some damage (there are walls to consider and all sorts of physics at work here). Lets further examine the rules: The above rule attempts to assign damage by mass (under 200lbs) and distance fallen. The only other rule that may further apply is "falling into water" to simulate some sort of "cushion". Given these clarifications I would rule that: I. Meeting the "end of your rope" even with a nice harness is ever so much more violent than diving into water. The harness would require a use rope check (DC: 15) and climb check (DC: 15). Do not forget the end tied to the battlements (DC: 10 or 15 if tied one handed) II. Damage might be 1d6 per 20ft fallen, rounding up (3d6 for a 50ft drop). The first 20ft is subdual. III. A successful tumble check (DC15 for 20ft increasing by five for every 20ft fallen; again round up (DC25 for 50ft) will reduce damage by half. IV. A successful concentration check will allow an action at the end of this time (DC10 + 1/point of damage). V. If the rogue has an item in his hands when he meets the end of the rope, he may drop the item. I recommend a reflex save (DC: 10 + 1/pnt of damage sustained). VI. As far as movement is concerned, I am unaware if falling counts against your "max move" during a round (though, interestingly, a "dive" attack is treated as a charge with a minimum of 30ft moved). Again, given the violent nature of the halted movement, I believe the point is moot (not many people rule in favor of the "jump off a cliff, bounce, and move/run" scenario during a single round. ....Of course I may be wrong; Your DM has enough on his plate without rolling 10+ dice to adjucate one (un?)heroic action. I just don't meet many rogues willing to try stunts heard in a local bard's rendition of "Die Hard". They usually just drop their weapons and say something like "Ya wanna get rich??" ~D [/QUOTE]
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