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General Tabletop Discussion
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Skills and Ability Checks -- Perspective on Consistency vs DM Empowerment
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<blockquote data-quote="Ashrym" data-source="post: 7857801" data-attributes="member: 6750235"><p>Who the heck takes feather fall? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Trained isn't as meaningful as it was. The DM looks at the situation and action, then decides if training would apply. </p><p></p><p>My first though is if the fall is 20' or less a check to reduce the damage to 0 on a 15 DC would be appropriate and if the fall is more than 20' or the first check fails then reduce the damage by the result of the check (which still might end in 0 damage).</p><p></p><p>The reason for that is the monk's slow fall ability was changed to reduce damage based on class level, and the cat's grace version of enhance ability only protects from falls of 20' or less. That keeps the acrobatics check in line with a second level spell or class ability.</p><p></p><p>That doesn't mean everyone would do that. I don't disagree that putting things like that in the hands of the DM can cause variations in rulings from one DM to the next. That's the trade-off for deliberately empowering DM's to run the those checks how each feels is appropriate.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7857801, member: 6750235"] Who the heck takes feather fall? :D Trained isn't as meaningful as it was. The DM looks at the situation and action, then decides if training would apply. My first though is if the fall is 20' or less a check to reduce the damage to 0 on a 15 DC would be appropriate and if the fall is more than 20' or the first check fails then reduce the damage by the result of the check (which still might end in 0 damage). The reason for that is the monk's slow fall ability was changed to reduce damage based on class level, and the cat's grace version of enhance ability only protects from falls of 20' or less. That keeps the acrobatics check in line with a second level spell or class ability. That doesn't mean everyone would do that. I don't disagree that putting things like that in the hands of the DM can cause variations in rulings from one DM to the next. That's the trade-off for deliberately empowering DM's to run the those checks how each feels is appropriate. [/QUOTE]
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