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Orcs on Stairs (When Adventures Are Incomplete)
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<blockquote data-quote="EzekielRaiden" data-source="post: 8620548" data-attributes="member: 6790260"><p>I mean, the save is baked into the underlying rules, so I had assumed that was simply done as the rules say it should be. I get that this is a topic where clarity is important, but I would appreciate a more charitable reading of what I said.</p><p></p><p>As for the first bit: sure...but <em>none of that requires specifying the height</em>. I'm not a jerk DM, even if the player failed their save and the tower/mountain/whatever wouldn't make sense to be tall enough that time should be allowed to act in the rules proper, I'd still allow them to make use of something like that--feather fall potions, feather tokens, letting another player do something helpful, etc.</p><p></p><p>In 4e, <em>feather fall</em> is a free action, and a <em>ring of feather fall</em> simply <em>works</em>, it doesn't require any activation or items at all. You literally just do not take falling damage: "<strong>Property</strong> You take no damage from a fall and always land on your feet." So, again, there's no need to precisely specify the height here. The save to catch onto an edge is baked into the forced movement rules already, and all forms of <em>feather fall</em> just work automatically or with a free action.</p><p></p><p>edit: Note that I am not saying it is not possible for a module to simply fail to mention some very important, relevant details, perhaps even ones that are actually leveraged by the story itself. I just think <em>this very specific example</em> is a rather poor one. I think that both because (a) none of the things that 4e characters can do in response to this event require meaningful actions or time, so any "you get X rounds to do something" rules are pretty much irrelevant, and (b) any fall beyond a certain height is essentially deadly to all 4e characters, and that's something that the characters should be able to <em>know</em> about their world.</p><p></p><p>Like, let's give a toy example here. I wrote up a murder mystery for my DW game, but let's pretend it was for a published 4e module. I added various clues and suspicious details that could be discovered, and one of those clues was a murder weapon (in this case, a false clue planted by the real culprit). I was pretty specific about where the victim had been stabbed (in the back, between the ribs), and because I knew I had people in the group with just a little human anatomy training, I mentioned some important characteristics, like the fact that the area around the stab wound didn't have much blood showing. This was another clue, one overlooked by the real killer: they had <em>poisoned</em> the victim, and faked the body's position and stab-wound in order to plant false leads, but had not faked the amount of blood that should have leaked out if the victim had been stabbed while still alive.</p><p></p><p>If the module had been written in the (alleged) "Orcs on Stairs" way, it would <em>say</em> nothing whatsoever about the position or nature of the stab wound, giving no comment on the lack of blood etc. But then <em>later</em> the players would be expected to figure out that the victim had to have been poisoned, not stabbed. The critical clues indicating that the stab is fake were left out, but <em>that</em> the stab is fake is still a critical piece of information for cracking the case. That's a clear oversight of something <em>needed</em>, but for whatever reason not <em>given</em>.</p><p></p><p>Other examples others have given, like having a creature that theoretically is present for combat but has zero combat stats (not even initiative) are similar good examples.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 8620548, member: 6790260"] I mean, the save is baked into the underlying rules, so I had assumed that was simply done as the rules say it should be. I get that this is a topic where clarity is important, but I would appreciate a more charitable reading of what I said. As for the first bit: sure...but [I]none of that requires specifying the height[/I]. I'm not a jerk DM, even if the player failed their save and the tower/mountain/whatever wouldn't make sense to be tall enough that time should be allowed to act in the rules proper, I'd still allow them to make use of something like that--feather fall potions, feather tokens, letting another player do something helpful, etc. In 4e, [I]feather fall[/I] is a free action, and a [I]ring of feather fall[/I] simply [I]works[/I], it doesn't require any activation or items at all. You literally just do not take falling damage: "[B]Property[/B] You take no damage from a fall and always land on your feet." So, again, there's no need to precisely specify the height here. The save to catch onto an edge is baked into the forced movement rules already, and all forms of [I]feather fall[/I] just work automatically or with a free action. edit: Note that I am not saying it is not possible for a module to simply fail to mention some very important, relevant details, perhaps even ones that are actually leveraged by the story itself. I just think [I]this very specific example[/I] is a rather poor one. I think that both because (a) none of the things that 4e characters can do in response to this event require meaningful actions or time, so any "you get X rounds to do something" rules are pretty much irrelevant, and (b) any fall beyond a certain height is essentially deadly to all 4e characters, and that's something that the characters should be able to [I]know[/I] about their world. Like, let's give a toy example here. I wrote up a murder mystery for my DW game, but let's pretend it was for a published 4e module. I added various clues and suspicious details that could be discovered, and one of those clues was a murder weapon (in this case, a false clue planted by the real culprit). I was pretty specific about where the victim had been stabbed (in the back, between the ribs), and because I knew I had people in the group with just a little human anatomy training, I mentioned some important characteristics, like the fact that the area around the stab wound didn't have much blood showing. This was another clue, one overlooked by the real killer: they had [I]poisoned[/I] the victim, and faked the body's position and stab-wound in order to plant false leads, but had not faked the amount of blood that should have leaked out if the victim had been stabbed while still alive. If the module had been written in the (alleged) "Orcs on Stairs" way, it would [I]say[/I] nothing whatsoever about the position or nature of the stab wound, giving no comment on the lack of blood etc. But then [I]later[/I] the players would be expected to figure out that the victim had to have been poisoned, not stabbed. The critical clues indicating that the stab is fake were left out, but [I]that[/I] the stab is fake is still a critical piece of information for cracking the case. That's a clear oversight of something [I]needed[/I], but for whatever reason not [I]given[/I]. Other examples others have given, like having a creature that theoretically is present for combat but has zero combat stats (not even initiative) are similar good examples. [/QUOTE]
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