Interesting stuff.
So from solution perspective what approach would you find more viable for making this a functional fighting style?My real only issue with tunnel fighter is that it kills design space by being unlimited. If released as it currently is it would severely limit the kinds and power level of reactions that count as opportunity attacks.
You must be new to D&D. I don't mean that as an insult. The way I described it was pretty much status quo for the first 25 years of D&D, and still is the way a whole lot of people play. It's the entire premise behind what's called "a living world"
Just a side note: Actual "terminal velocity" requires a fall of about 5 times that height and 15 seconds. D&D's 200 foot fall damage cap has never made much sense unless you assume fantasy settings have low gravity and very thick air (which I guess could explain something about dragons).
So from solution perspective what approach would you find more viable for making this a functional fighting style?
1) Limit type of opportunity attacks TF can respond to (i.e. only those against targets in 5' that are attempting to leave your reach).
2) Limit number of opportunity attacks TF can respond to (i.e. dexterity bonus).
3) Environmental limitation (i.e. has to be done within a certain distance of a wall).
4) Something else.
5) Combination of the above.
And a living world doesn't mean you let the players unwittingly roll into the end of the game. .
I played a larp in 1995, and some rifts the end of that year and beginning of the next. It was summer vacation 1996 that I bought a boxset of D&D, and I actually ran it before playing it. I have also run a weekly game since 2000...
Then either you didn't read the rules of the box set you bought, or you did read advice like that and didn't remember it. Either way, it was the norm to advise DMs to run a living world in AD&D, and to be impartial.
I went back to find it, and since I used the adventure back not to long ago in 4e, I had one of the 3 books. It introduces the town of freedale, and the high wizard Neithrel. It has a level 1 adventure, then a level 2 adventure (not so well written in hindsight) and then a level of a dungeon populated by level 2 threats, and a 1 page right up on a level 2 of that dungeon with some level 2 threats and level 3 ones. then a blank page to make your own.
The advice it gives is the opposite of yours, it suggest I not even mention the 2nd adventure sight or show the overland map that has it until after the first adventure, then it goes on to suggest I run a random encounter before it too. SO the PCs have enough XP for the house on the haunted hill. Then it tells me when placing monsters in dungeons (like the one in the 3rd adventure) to set them up so tougher monsters are at lower floors so the PCs face easier to harder as they level up.
I owned that. It was the First Quest 2e box set, and I can agree that it did assume expanding challenges matched PC advancement. I've always run more or less like that (with some unique deviations) because I opt for the PCs are the protagonists, not merely tourists.I went back to find it, and since I used the adventure back not to long ago in 4e, I had one of the 3 books. It introduces the town of freedale, and the high wizard Neithrel. It has a level 1 adventure, then a level 2 adventure (not so well written in hindsight) and then a level of a dungeon populated by level 2 threats, and a 1 page right up on a level 2 of that dungeon with some level 2 threats and level 3 ones. then a blank page to make your own.
The advice it gives is the opposite of yours, it suggest I not even mention the 2nd adventure sight or show the overland map that has it until after the first adventure, then it goes on to suggest I run a random encounter before it too. SO the PCs have enough XP for the house on the haunted hill. Then it tells me when placing monsters in dungeons (like the one in the 3rd adventure) to set them up so tougher monsters are at lower floors so the PCs face easier to harder as they level up.