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Why is there a limit to falling damage?
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<blockquote data-quote="Gammadoodler" data-source="post: 8031346" data-attributes="member: 6914290"><p>I think there might be some confusion regarding the level of insight the character has into whatever hp are intended to represent. </p><p></p><p>I'm not suggesting that the character has some kind of readout for current hp or anything. I'm suggesting that over the course of their heroic journey, they've faced increasingly perilous situations and come out on top. And, more than that, situations they encountered earlier in that journey are no longer perilous for them. They can handle more threats than they used to.</p><p></p><p>As it applies to falling, I wouldn't suggest that the character should know what a specific limit to the damage would be. But it doesn't seem unreasonable to me for a character to say to themselves 'well I fought 3 giants, a dragon and a squad of archers yesterday, this can't be worse than that'. </p><p></p><p>The player of course does have a greater insight regarding the exact tolerances of the character, so yes there is a metagame aspect to decision-making, generally. But I think that it is frequently unavoidable; the player knows just how low on health their character is, and their character behaves accordingly, whether that includes running through fire, taking opportunity attacks, etc. And I think that it is more often a feature than a bug; when players know their characters can live through cool/reckless/heroic decisions, they're more likely to take cool/reckless/heroic actions and when they know or suspect they won't live through the cool/reckless/heroic decisions, they'll either take safer actions or take the truly heroic ones.</p><p></p><p>Then at a certain point we get to how we like our heroism flavored. The example that's been around has been the guy who falls because he is 'lazy' and therefore aheroic, and I get the stigma there. </p><p></p><p>But it gets to be weird ground when we start deciding the things characters can do based on their motivations. Is greed an acceptably heroic motivation, or vanity? If so, why? If they are, is the guy who falls based on a dare or a bet protected? And if not, are adventurers expected to adventure unmotivated by riches or glory.</p><p></p><p>And this might not be a table problem, as you've had time to train your players what your 'You can't do that because I think it's ridiculous' thresholds are. But, I don't think it's reasonable to expect other players to have that perspective and take as normal that their characters should function differently than the rules describe.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 8031346, member: 6914290"] I think there might be some confusion regarding the level of insight the character has into whatever hp are intended to represent. I'm not suggesting that the character has some kind of readout for current hp or anything. I'm suggesting that over the course of their heroic journey, they've faced increasingly perilous situations and come out on top. And, more than that, situations they encountered earlier in that journey are no longer perilous for them. They can handle more threats than they used to. As it applies to falling, I wouldn't suggest that the character should know what a specific limit to the damage would be. But it doesn't seem unreasonable to me for a character to say to themselves 'well I fought 3 giants, a dragon and a squad of archers yesterday, this can't be worse than that'. The player of course does have a greater insight regarding the exact tolerances of the character, so yes there is a metagame aspect to decision-making, generally. But I think that it is frequently unavoidable; the player knows just how low on health their character is, and their character behaves accordingly, whether that includes running through fire, taking opportunity attacks, etc. And I think that it is more often a feature than a bug; when players know their characters can live through cool/reckless/heroic decisions, they're more likely to take cool/reckless/heroic actions and when they know or suspect they won't live through the cool/reckless/heroic decisions, they'll either take safer actions or take the truly heroic ones. Then at a certain point we get to how we like our heroism flavored. The example that's been around has been the guy who falls because he is 'lazy' and therefore aheroic, and I get the stigma there. But it gets to be weird ground when we start deciding the things characters can do based on their motivations. Is greed an acceptably heroic motivation, or vanity? If so, why? If they are, is the guy who falls based on a dare or a bet protected? And if not, are adventurers expected to adventure unmotivated by riches or glory. And this might not be a table problem, as you've had time to train your players what your 'You can't do that because I think it's ridiculous' thresholds are. But, I don't think it's reasonable to expect other players to have that perspective and take as normal that their characters should function differently than the rules describe. [/QUOTE]
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Why is there a limit to falling damage?
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