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*Dungeons & Dragons
On Falling
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<blockquote data-quote="Rod Staffwand" data-source="post: 6377715" data-attributes="member: 6776279"><p>It's objectively worse in EVERY way. Bad. Bad. BadWrongFun.</p><p></p><p>Kidding aside, falling damage (like all damage) is one of those cases in which real-world physics is far too complex to accurately (or even closely) model in any sort of easy-to-use/easy-to-remember game mechanic. The game goes with an abstract mechanic and asks everyone to pretend it all makes sense.</p><p></p><p>When running D&D I usually dispense with the "rules" and just decide what should happen when someone falls from a great height or into a hazard (either damage or instant death as appropriate). PCs that can take actions can use one to grab onto a ledge before falling over. In 5E this is a Reaction. Additional rolls and inconveniences usually occur (the PC has to drop their weapon and end up prone when they climb up--that sort of thing).</p><p></p><p>As for pushing enemies off cliffs and into hazards, I always require an additional save or check unless the enemies are 1/2 the PCs' level or less (chumps get chumped) or if the attacker has an advantage of some sort (such as Advantage). This is mainly a balance reason to keep it from being overused. I like to think of it as the enemy fighting extra hard to not get forced off that cliff--something they don't do if they are getting forced into another section of safe terrain.</p><p></p><p>I also allow forcing enemies into other enemies, slamming them into walls, and other gimmicks (all requiring an additional save or check) to keep things entertaining.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 6377715, member: 6776279"] It's objectively worse in EVERY way. Bad. Bad. BadWrongFun. Kidding aside, falling damage (like all damage) is one of those cases in which real-world physics is far too complex to accurately (or even closely) model in any sort of easy-to-use/easy-to-remember game mechanic. The game goes with an abstract mechanic and asks everyone to pretend it all makes sense. When running D&D I usually dispense with the "rules" and just decide what should happen when someone falls from a great height or into a hazard (either damage or instant death as appropriate). PCs that can take actions can use one to grab onto a ledge before falling over. In 5E this is a Reaction. Additional rolls and inconveniences usually occur (the PC has to drop their weapon and end up prone when they climb up--that sort of thing). As for pushing enemies off cliffs and into hazards, I always require an additional save or check unless the enemies are 1/2 the PCs' level or less (chumps get chumped) or if the attacker has an advantage of some sort (such as Advantage). This is mainly a balance reason to keep it from being overused. I like to think of it as the enemy fighting extra hard to not get forced off that cliff--something they don't do if they are getting forced into another section of safe terrain. I also allow forcing enemies into other enemies, slamming them into walls, and other gimmicks (all requiring an additional save or check) to keep things entertaining. [/QUOTE]
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