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Why is there a limit to falling damage?
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<blockquote data-quote="Fanaelialae" data-source="post: 8030869" data-attributes="member: 53980"><p>I think that certain kinds of heroism require risk, but it doesn't necessarily need to be risk of immediate death.</p><p></p><p>My primary objection is that if the risk of death is too significant, the players may never opt to attempt anything heroic because the risk is too great. They'll just play it safe, which is smart but not fun. Conversely, if the risk is too minimal then it may as well not be there at all. </p><p></p><p>The real tricky bit is that, IMO, the sweet spot will vary from player to player. Conservative playstyles will likely view almost any chance of instant death to be an unnecessary risk, while reckless playstyles may disregard even significant likelihood of death and therefore end up with a revolving door of disposable characters. </p><p></p><p>That said, I'm not suggesting you do things differently. These are just my own thoughts on the matter.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 8030869, member: 53980"] I think that certain kinds of heroism require risk, but it doesn't necessarily need to be risk of immediate death. My primary objection is that if the risk of death is too significant, the players may never opt to attempt anything heroic because the risk is too great. They'll just play it safe, which is smart but not fun. Conversely, if the risk is too minimal then it may as well not be there at all. The real tricky bit is that, IMO, the sweet spot will vary from player to player. Conservative playstyles will likely view almost any chance of instant death to be an unnecessary risk, while reckless playstyles may disregard even significant likelihood of death and therefore end up with a revolving door of disposable characters. That said, I'm not suggesting you do things differently. These are just my own thoughts on the matter. [/QUOTE]
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Why is there a limit to falling damage?
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