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Request for thoughts on falling damage change
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<blockquote data-quote="discosoc" data-source="post: 7122273" data-attributes="member: 6801554"><p>This proposal sort of ignores the fact that surviving a (sudden and unplanned) fall of more than about 10 feet has nothing to do with any sort of skill or "level." People have survived falling out of planes that broke up thousands of feet in the air, and others routinely die just falling off their home roof (about 20 feet). A lot of it depends on how and where you land, obviously, but there's a certain point where even that takes a back seat to luck. After all, people aren't cats with a "righting reflex" or flexible bone structures that allow it. It's certainly not a skill that can be taught. Even people who carefully plan on landing feet first on a 20 foot jump are often surprised at how little control they really have once they jump (higher distances do allow for more control, but you also have to fight things like tailspins that can easily cause you to black out). And those that do manage to land feet first quickly realize why that's actually a pretty bad way to land.</p><p></p><p>My point is, if you want to create a more accurate method for dealing fall damage, it has to bypass absolute hit points entirely. The best way I can think of would be in the form of a percentile damage, possibly modified down by a little skill and perhaps a lot of luck, *and* ignoring massive damage rules. Consider the following:</p><p></p><p>1. Fall damage is 50% of your full HP for every 10 feet you fall. </p><p>2. A DC 10 Acrobatics or Athletics check reduces the damage by 5%.</p><p>3. You can repeat the check until you fail it, but each attempt increases the DC by 2.</p><p></p><p>So, for example, you tumble off the roof of you house (20 feet). If you fail your check, then you drop to 0 and either stabilize on your own or hope someone comes to help you pretty quickly. But if you made the check, and most the next 2 checks as well, you'd drop the damage by 15%, resulting in 85% of your total HP lost. As long as you weren't wounded beforehand or something, you'd get up and maybe decide to clean the gutters tomorrow.</p><p></p><p>What this concept does is allow for "realistic" fall damage while also allowing for stupid survival luck. It also let's characters survive the common cinematic falls that you tend to find in games and movies without tying it directly to their HP.</p></blockquote><p></p>
[QUOTE="discosoc, post: 7122273, member: 6801554"] This proposal sort of ignores the fact that surviving a (sudden and unplanned) fall of more than about 10 feet has nothing to do with any sort of skill or "level." People have survived falling out of planes that broke up thousands of feet in the air, and others routinely die just falling off their home roof (about 20 feet). A lot of it depends on how and where you land, obviously, but there's a certain point where even that takes a back seat to luck. After all, people aren't cats with a "righting reflex" or flexible bone structures that allow it. It's certainly not a skill that can be taught. Even people who carefully plan on landing feet first on a 20 foot jump are often surprised at how little control they really have once they jump (higher distances do allow for more control, but you also have to fight things like tailspins that can easily cause you to black out). And those that do manage to land feet first quickly realize why that's actually a pretty bad way to land. My point is, if you want to create a more accurate method for dealing fall damage, it has to bypass absolute hit points entirely. The best way I can think of would be in the form of a percentile damage, possibly modified down by a little skill and perhaps a lot of luck, *and* ignoring massive damage rules. Consider the following: 1. Fall damage is 50% of your full HP for every 10 feet you fall. 2. A DC 10 Acrobatics or Athletics check reduces the damage by 5%. 3. You can repeat the check until you fail it, but each attempt increases the DC by 2. So, for example, you tumble off the roof of you house (20 feet). If you fail your check, then you drop to 0 and either stabilize on your own or hope someone comes to help you pretty quickly. But if you made the check, and most the next 2 checks as well, you'd drop the damage by 15%, resulting in 85% of your total HP lost. As long as you weren't wounded beforehand or something, you'd get up and maybe decide to clean the gutters tomorrow. What this concept does is allow for "realistic" fall damage while also allowing for stupid survival luck. It also let's characters survive the common cinematic falls that you tend to find in games and movies without tying it directly to their HP. [/QUOTE]
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