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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why a 20-die cap on falling damage?
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<blockquote data-quote="uzagi_akimbo" data-source="post: 1317419" data-attributes="member: 15945"><p>Actually - imagine the following scenario - the hefty fighter (say 250lbs including armour etc ) falls of the 60' high castle wall in midfight, "bounces" , well comes to a "full stop" on the courtyard flagstones, and scrapes off the 21 points of damage (on average (6D6 = 6x 3,5 damage).... no sweat. That would be by standard 3.5 rules.</p><p></p><p>Now please picture the same fighter standing at the foot of the same wall and being struck by something else of similar density and size dropped from 60' above( aka the top of the wall) smack onto him ( say, like 2 bags of powdered concrete/flour etc ). Any (?) GM would definitely apply more than a meagre 6d6 of damage to him. </p><p>But purely from a physical point of view it does not really make a difference in the energy exchanged/transfered if an object of equal mass does strike you at a certain velocity or if you strike it ... Trauma, shock and injuries/damage should be approximately the same - random factors like location excluded.</p><p></p><p>Therefore - as a personal measure/houserule - I am using 1D12/10' fallen (instead of 1D6/10') as damage in my own campaigns, with a Reflex-based save (DC=# of feet fallen) for half damage, alternately a tumble check may be applied (same DC)). Also, the character is prone , disoriented and stunned for 1d10 rounds / 10 points of damage taken. This does allow for an IMHO acceptable degree of respect towards drops, but also allows a chance for a lucky escape.. In any case, a character being dropped from a great height is out of the combat - but not necessarily out of the adventure.</p><p></p><p>uzagi_akimbo</p><p>Higher being in charge of sudden, unexpected and totally improvised Doom</p></blockquote><p></p>
[QUOTE="uzagi_akimbo, post: 1317419, member: 15945"] Actually - imagine the following scenario - the hefty fighter (say 250lbs including armour etc ) falls of the 60' high castle wall in midfight, "bounces" , well comes to a "full stop" on the courtyard flagstones, and scrapes off the 21 points of damage (on average (6D6 = 6x 3,5 damage).... no sweat. That would be by standard 3.5 rules. Now please picture the same fighter standing at the foot of the same wall and being struck by something else of similar density and size dropped from 60' above( aka the top of the wall) smack onto him ( say, like 2 bags of powdered concrete/flour etc ). Any (?) GM would definitely apply more than a meagre 6d6 of damage to him. But purely from a physical point of view it does not really make a difference in the energy exchanged/transfered if an object of equal mass does strike you at a certain velocity or if you strike it ... Trauma, shock and injuries/damage should be approximately the same - random factors like location excluded. Therefore - as a personal measure/houserule - I am using 1D12/10' fallen (instead of 1D6/10') as damage in my own campaigns, with a Reflex-based save (DC=# of feet fallen) for half damage, alternately a tumble check may be applied (same DC)). Also, the character is prone , disoriented and stunned for 1d10 rounds / 10 points of damage taken. This does allow for an IMHO acceptable degree of respect towards drops, but also allows a chance for a lucky escape.. In any case, a character being dropped from a great height is out of the combat - but not necessarily out of the adventure. uzagi_akimbo Higher being in charge of sudden, unexpected and totally improvised Doom [/QUOTE]
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Community
General Tabletop Discussion
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Why a 20-die cap on falling damage?
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