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Why is there a limit to falling damage?
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<blockquote data-quote="Tormyr" data-source="post: 8037018" data-attributes="member: 6776887"><p>I just had to use this house rule last night. One of my players is an 18th-level tiefling Cirqueliste Bard in our War of the Burning Sky game. He uses <em>dimension door</em> along with his Abduct feature to turn an enemy into a willing participant in the teleportation. He casts the spell and makes a melee spell attack. On a hit, the target must succeed on a Charisma saving throw or be taken along for the ride. They teleport 500 feet straight up, taking 5d6 fire damage (campaign rules for teleportation, which the tiefling resists), and then he pushes off and uses <em>feather fall</em> to return safely while the other creature craters. So a hefty bit of damage that most creatures struggle to stop for the cost of a 1st- and 4th-level spell and a bardic inspiration for the Abduct.</p><p></p><p>Last night, the party was fighting a group of humanoid-appearing enemies that had resistance to all damage (outside of a special situation) but only an AC of 11. There was also a leader who was a different creature with high AC, flight, and excellent use of a long bow that they could fire 3 times with multiattack. The bard decides to abduct one of the highly resistant creatures that had been stunned by a monk. They teleported up and he started falling with <em>feather fall</em>. Then things started to not go to plan.</p><p></p><p>What he did not know was that the creatures could fly (hover). So the creature floated when he let go. Then the leader on the ground started shooting him at disadvantage. The first shot hit, and he made his Concentration saving throw, but his health was starting to get low. When the second shot hit, I gently suggested to the player that he might want to fail the saving throw on purpose. The leader had one more shot, and the floating creature would soon stop being stunned. One of the other player's realized that if the bard stayed up in the air until his hit points reached 0, the falling damage would exceed his max hit points and instantly kill him. So he fell and took 134 falling damage. He narrowly avoided an instant death but was pretty shattered on the ground.</p><p></p><p>One of the other PCs applied a quick cure wounds, and the bard crawled over to some cover and cast <em>regenerate</em> on himself. The rest of the party mopped things up, and the bard was able to walk home after a couple of minutes.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 8037018, member: 6776887"] I just had to use this house rule last night. One of my players is an 18th-level tiefling Cirqueliste Bard in our War of the Burning Sky game. He uses [I]dimension door[/I] along with his Abduct feature to turn an enemy into a willing participant in the teleportation. He casts the spell and makes a melee spell attack. On a hit, the target must succeed on a Charisma saving throw or be taken along for the ride. They teleport 500 feet straight up, taking 5d6 fire damage (campaign rules for teleportation, which the tiefling resists), and then he pushes off and uses [I]feather fall[/I] to return safely while the other creature craters. So a hefty bit of damage that most creatures struggle to stop for the cost of a 1st- and 4th-level spell and a bardic inspiration for the Abduct. Last night, the party was fighting a group of humanoid-appearing enemies that had resistance to all damage (outside of a special situation) but only an AC of 11. There was also a leader who was a different creature with high AC, flight, and excellent use of a long bow that they could fire 3 times with multiattack. The bard decides to abduct one of the highly resistant creatures that had been stunned by a monk. They teleported up and he started falling with [I]feather fall[/I]. Then things started to not go to plan. What he did not know was that the creatures could fly (hover). So the creature floated when he let go. Then the leader on the ground started shooting him at disadvantage. The first shot hit, and he made his Concentration saving throw, but his health was starting to get low. When the second shot hit, I gently suggested to the player that he might want to fail the saving throw on purpose. The leader had one more shot, and the floating creature would soon stop being stunned. One of the other player's realized that if the bard stayed up in the air until his hit points reached 0, the falling damage would exceed his max hit points and instantly kill him. So he fell and took 134 falling damage. He narrowly avoided an instant death but was pretty shattered on the ground. One of the other PCs applied a quick cure wounds, and the bard crawled over to some cover and cast [I]regenerate[/I] on himself. The rest of the party mopped things up, and the bard was able to walk home after a couple of minutes. [/QUOTE]
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Why is there a limit to falling damage?
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