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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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<blockquote data-quote="Celebrim" data-source="post: 6285011" data-attributes="member: 4937"><p>LOL That's hilarious.</p><p></p><p>Let me think about that, using my rules.</p><p></p><p>You can probably descend 2-3 stories per turn in D&D using the stairs if you aren't wearing armor. Assuming you have sufficient DEX and no armor check penalty so that tripping on the stairs is a minor risk, and the worst case you can descend out of a 10 story building in about 5 rounds. If everything below you is on fire, at 2d6 damage a round from exposure to hot natural flames, that's 10d6 damage average 35. Once you throw in the delays from smoke, yeah, a lot more than that - probably at least double.</p><p></p><p>If you jump from a 10 story building, you take 10d20/1d6 damage plus ground strike depending on the surface. You've got a reasonable chance (DC 15 jump check) to do a controlled fall for only 9d20/1d6 damage. If you can arrange to land on turf or a flower bed rather than stone and avoid ground strike damage damage, that would average about 30 damage IIRC. If you hit flagstone though, that would likely be another 1d3+5 damage unless your AC was over 25 or so. If you hit broken scree or jagged rocks, it would get worse. If you landed on the pointy metal fence, it would get even worse. Damage could easily spike to around 50 or 100 damage though, and above 50 you are talking about a traumatic damage save.</p><p></p><p>So, yeah, your "What to do in the event card..." is actually pretty reasonable for my game. Either way low level characters are screwed, but jumping from 100' has far better chance of success than trying to navigate the stairs unless only a few floors were on fire. </p><p></p><p>If you are wearing armor or are small sized or less or have a lot of tumble skill, definately jump. If on the other hand you have Fleet of Foot and/or a lot of movement enhancement or you have an Alchemist's Cloak and you have a decent Fort save, probably take the stairs.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6285011, member: 4937"] LOL That's hilarious. Let me think about that, using my rules. You can probably descend 2-3 stories per turn in D&D using the stairs if you aren't wearing armor. Assuming you have sufficient DEX and no armor check penalty so that tripping on the stairs is a minor risk, and the worst case you can descend out of a 10 story building in about 5 rounds. If everything below you is on fire, at 2d6 damage a round from exposure to hot natural flames, that's 10d6 damage average 35. Once you throw in the delays from smoke, yeah, a lot more than that - probably at least double. If you jump from a 10 story building, you take 10d20/1d6 damage plus ground strike depending on the surface. You've got a reasonable chance (DC 15 jump check) to do a controlled fall for only 9d20/1d6 damage. If you can arrange to land on turf or a flower bed rather than stone and avoid ground strike damage damage, that would average about 30 damage IIRC. If you hit flagstone though, that would likely be another 1d3+5 damage unless your AC was over 25 or so. If you hit broken scree or jagged rocks, it would get worse. If you landed on the pointy metal fence, it would get even worse. Damage could easily spike to around 50 or 100 damage though, and above 50 you are talking about a traumatic damage save. So, yeah, your "What to do in the event card..." is actually pretty reasonable for my game. Either way low level characters are screwed, but jumping from 100' has far better chance of success than trying to navigate the stairs unless only a few floors were on fire. If you are wearing armor or are small sized or less or have a lot of tumble skill, definately jump. If on the other hand you have Fleet of Foot and/or a lot of movement enhancement or you have an Alchemist's Cloak and you have a decent Fort save, probably take the stairs. [/QUOTE]
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Community
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What's the rush? Has the "here and now" been replaced by the "next level" attitude?
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