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General Tabletop Discussion
*Pathfinder & Starfinder
Making falling more like lava
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<blockquote data-quote="Primitive Screwhead" data-source="post: 5326039" data-attributes="member: 20805"><p>My apologies for the previous post.. I had to run out of the house and hadn't finished thinking about it.</p><p></p><p>Actually, still haven't finished thinking about it.... but here is some more thoughts on the topic!</p><p></p><p> In order to make falls more level-ignorant in regards to lethality, I think the proper approach is to have them deal healing surges instead of hit point damage. NPCs and most monsters would die from the loss of 5 healing surges and PCs generally die from the loss of 15 healing surges, so the question becomes at which point should falling be generally lethal in a heroic style game?</p><p> If we pin it at 1 HS loss per 10' of fall beyond 20'... it would take a 70' drop to kill most NPCs and Monsters, and 170' drop for most PCs... not quite what I am looking for!</p><p> If instead we go with <strong>Kzach</strong>'s idea of 1D4 healing surge loss, pin it at a <em>per 20'</em> range and allow Acrobatics or Endurance vs DC the distance of the fall to reduce the damage by half... a 60' drop could deal from 3 to 12 healing surges, enough to make it a nasty impact on either a NPC or a PC.</p><p></p><p> With this, you could keep the classic 20' pit even at higher levels.. keeping the distance close enough for PCs to return to the fight relatively soon, while still being something to avoid.</p><p> </p><p> Down side, falling would also be a much better choice against bloodied bad guys, as even a 20 drop could finish them off.</p><p></p><p><strong>El Mahdi</strong>, not saying I don't like the increasing dice of damage.. that is something I used back in 2e.. just looking for something a bit easier and less level-dependant to use.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 5326039, member: 20805"] My apologies for the previous post.. I had to run out of the house and hadn't finished thinking about it. Actually, still haven't finished thinking about it.... but here is some more thoughts on the topic! In order to make falls more level-ignorant in regards to lethality, I think the proper approach is to have them deal healing surges instead of hit point damage. NPCs and most monsters would die from the loss of 5 healing surges and PCs generally die from the loss of 15 healing surges, so the question becomes at which point should falling be generally lethal in a heroic style game? If we pin it at 1 HS loss per 10' of fall beyond 20'... it would take a 70' drop to kill most NPCs and Monsters, and 170' drop for most PCs... not quite what I am looking for! If instead we go with [b]Kzach[/b]'s idea of 1D4 healing surge loss, pin it at a [i]per 20'[/i] range and allow Acrobatics or Endurance vs DC the distance of the fall to reduce the damage by half... a 60' drop could deal from 3 to 12 healing surges, enough to make it a nasty impact on either a NPC or a PC. With this, you could keep the classic 20' pit even at higher levels.. keeping the distance close enough for PCs to return to the fight relatively soon, while still being something to avoid. Down side, falling would also be a much better choice against bloodied bad guys, as even a 20 drop could finish them off. [b]El Mahdi[/B], not saying I don't like the increasing dice of damage.. that is something I used back in 2e.. just looking for something a bit easier and less level-dependant to use. [/QUOTE]
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Making falling more like lava
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