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On Falling
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<blockquote data-quote="Juriel" data-source="post: 6377009" data-attributes="member: 68368"><p>So, the rules say that 'falling from a great height is one of the most common hazards facing an adventurer', yet then don't touch the subject at all, beyond 'you take 1d6 damage for every 10 feet you fell, and land prone unless you avoid taking damage from the fall'. And that is the entirety of their handling of the subject.</p><p></p><p>Which doesn't really cover stuff that comes up all the time. If I am shoving stuff off the cliff, does it get a saving throw? Does it just move into the 'empty air' square and fall? What (beyond Feather Fall or flying) is something that would let you avoid taking any damage from the fall? Resistance and falling 10 feet and rolling 1 for damage and rounding it down to zero? They pointedly removed Acrobatics saying anything about lessening falling damage, so I guess that's no longer a part of it.</p><p></p><p>I guess it makes sense to avoid making a second saving throw for a whole goblin tribe that you just Thunderwaved to a lower dungeon level, but if the initial attack/save roll is all that is needed, then fighting near any kind of lava/spiky pits just became infinitely more dangerous. Let alone Warlocks with Repelling Blast - 40ft of no-save forced movement.</p><p></p><p>Has any adventure or random tweet approached the issue any? Or, hell, even discussion around the playtest... This isn't really even a case of 'oh it makes the environment matter', because if it just happens to you, then it just becomes another form of rocket tag in certain environments (volcanoes, mountain tops, etc).</p></blockquote><p></p>
[QUOTE="Juriel, post: 6377009, member: 68368"] So, the rules say that 'falling from a great height is one of the most common hazards facing an adventurer', yet then don't touch the subject at all, beyond 'you take 1d6 damage for every 10 feet you fell, and land prone unless you avoid taking damage from the fall'. And that is the entirety of their handling of the subject. Which doesn't really cover stuff that comes up all the time. If I am shoving stuff off the cliff, does it get a saving throw? Does it just move into the 'empty air' square and fall? What (beyond Feather Fall or flying) is something that would let you avoid taking any damage from the fall? Resistance and falling 10 feet and rolling 1 for damage and rounding it down to zero? They pointedly removed Acrobatics saying anything about lessening falling damage, so I guess that's no longer a part of it. I guess it makes sense to avoid making a second saving throw for a whole goblin tribe that you just Thunderwaved to a lower dungeon level, but if the initial attack/save roll is all that is needed, then fighting near any kind of lava/spiky pits just became infinitely more dangerous. Let alone Warlocks with Repelling Blast - 40ft of no-save forced movement. Has any adventure or random tweet approached the issue any? Or, hell, even discussion around the playtest... This isn't really even a case of 'oh it makes the environment matter', because if it just happens to you, then it just becomes another form of rocket tag in certain environments (volcanoes, mountain tops, etc). [/QUOTE]
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