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<blockquote data-quote="pemerton" data-source="post: 6320435" data-attributes="member: 42582"><p>If an ogre falls from a cliff while in a combat with the PCs, it takes 1d10 hp damage per 10' fallen, and lands prone. Because in such circumstances its fall is a consequence of an action declaration by a player, and the resolution of that action declaration, and the action resolution mechanics apply.</p><p></p><p>If an ogre falls from a cliff "off screen", it takes the injuries I think are worth describing. If I am presenting a clue for the players - "Your PCs, as they walk along the mountain path, notice the body of an ogre lying at the base of a cliff" - it is probably going to be dead, unless I have good ideas for an ogre's mysterious last words!</p><p></p><p>If I am framing a challenge for the players - "As you are walking along the mountain path, you see an ogre fall from the cliff ahead of you! It lands prone, but gets to its feet and brushes of the dust. It seems bruised, but not fatally hurt. And it looks angry and ready to smash anyone who gets in it its way!" - then the fallen ogre has the stats appropriate for it to play the role in the situation I want it to play (in this context, of providing a decent challenge for an entire party, perhaps a 5th level solo) - ie its injuries, which reduce its toughness, are built into its mechanical presentation.</p><p></p><p>It is not going to encounter both at the same time. The levelling rate in my 4e game is about 4 to 5 levels a year, so the encounters you describe are more than a year apart in the real world, and (even at the fairly rapid ingame levelling rate in my game) weeks apart. Lingering wounds (eg the PCs severed a leg last time, and now it wears a peg-leg) can be built into its stats easily enough (eg reduce its MV rate from 8 to 6).</p><p></p><p>If you are planning to resolve back-on-back but non-fatal encounters between a given ogre and two parties of significantly different levels, 4e won't support you very well. But to the best of my knowledge few D&D campaigns have raised that sort of situation in the past 30 years of the game's history. (The overwhelming number of campaigns, as far as I can tell, have only one active group of PCs at a time, and those PCs are mostly of similar level.)</p><p></p><p>I am not disputing your desires for your system. (Though frankly I think D&D is an odd system to choose for your purposes. Runequest and Rolemaster are two systems that are both quite a bit better for it.)</p><p></p><p>I am disputing your claim that no other system can deliver a consistent gameworld.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6320435, member: 42582"] If an ogre falls from a cliff while in a combat with the PCs, it takes 1d10 hp damage per 10' fallen, and lands prone. Because in such circumstances its fall is a consequence of an action declaration by a player, and the resolution of that action declaration, and the action resolution mechanics apply. If an ogre falls from a cliff "off screen", it takes the injuries I think are worth describing. If I am presenting a clue for the players - "Your PCs, as they walk along the mountain path, notice the body of an ogre lying at the base of a cliff" - it is probably going to be dead, unless I have good ideas for an ogre's mysterious last words! If I am framing a challenge for the players - "As you are walking along the mountain path, you see an ogre fall from the cliff ahead of you! It lands prone, but gets to its feet and brushes of the dust. It seems bruised, but not fatally hurt. And it looks angry and ready to smash anyone who gets in it its way!" - then the fallen ogre has the stats appropriate for it to play the role in the situation I want it to play (in this context, of providing a decent challenge for an entire party, perhaps a 5th level solo) - ie its injuries, which reduce its toughness, are built into its mechanical presentation. It is not going to encounter both at the same time. The levelling rate in my 4e game is about 4 to 5 levels a year, so the encounters you describe are more than a year apart in the real world, and (even at the fairly rapid ingame levelling rate in my game) weeks apart. Lingering wounds (eg the PCs severed a leg last time, and now it wears a peg-leg) can be built into its stats easily enough (eg reduce its MV rate from 8 to 6). If you are planning to resolve back-on-back but non-fatal encounters between a given ogre and two parties of significantly different levels, 4e won't support you very well. But to the best of my knowledge few D&D campaigns have raised that sort of situation in the past 30 years of the game's history. (The overwhelming number of campaigns, as far as I can tell, have only one active group of PCs at a time, and those PCs are mostly of similar level.) I am not disputing your desires for your system. (Though frankly I think D&D is an odd system to choose for your purposes. Runequest and Rolemaster are two systems that are both quite a bit better for it.) I am disputing your claim that no other system can deliver a consistent gameworld. [/QUOTE]
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