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Why is there a limit to falling damage?
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<blockquote data-quote="Gammadoodler" data-source="post: 8040360" data-attributes="member: 6914290"><p>We can simplify..</p><p></p><p>Is it advantageous to roll a larger hit die to determine max hp?</p><p>Yes.</p><p>Is the size for your hit die determined by the class you select?</p><p>Also yes.</p><p></p><p>An advantage you get because you choose a class.. is a class feature. Are we really arguing this?</p><p></p><p></p><p>From the basic rules for 5e..</p><p>"Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile."</p><p></p><p>Literally all I've suggested is that hp represent precisely what the game says they represent. You are welcome to adjudicate them however you want in your game.. go nuts.. But where you choose to ignore them, you are factually nerfing classes that get more of them, and, at that point, it is a problem caused by the DM, not the player.</p><p></p><p>You got me there. They do require some narrative justification... And there is no difference in the nature of the justification they require.. the point remains the same.</p><p></p><p>Oh boy..</p><p>I don't often get asked to opine on the likeliest version of imaginary physics, in imaginary worlds and how they might act on imaginary fantasy heroes..</p><p></p><p>Let's consider.</p><p>1. Across all these editions, they haven't started that gravity <strong>does</strong> operate the same as on Earth.</p><p></p><p>2. There <strong>is</strong> a gamist abstraction for falling in every edition of dnd as far as I'm aware, that serves as literal proxy for the effects of gravity. If we're arguing how it's <em>intended</em> to function, it's a bit hard to get around the explicit intended function outlined by the game designers. Have we just always dispensed with these in the name of 'realism'</p><p></p><p>3. The mechanics of gravity as an attractive force between two objects based on relative mass and distance. Assuming we're good with PCs having roughly equivalent mass as creatures on Earth, are all D&D settings are located on equivalent sized or massed landscapes? Pretty damned doubtful, especially when you start including all that 'planes' nonsense. As such, similar to Earth gravity is verrry unlikely even from a 'realism' perspective.</p><p></p><p>4. Existence of contrary evidence. There are plenty of creatures that could not function the way they do in D&D under the normal effects of Earth gravity.</p><p></p><p>5. All the other D&D bulshittery. Deities you can shake hands with, hells you could vacation in, rising from the dead, surviving fireballs, and poison, and lightning, etc, teleportation, mind reading, etc. etc. etc. These worlds are filled with stuff that would suggest that maybe, they just don't work the same as our world does. That gravity should be the one place where it is the same requires quite a leap <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> IMO.</p><p></p><p></p><p>IMO, the clear, logical choice is to defer to the stated gamist abstraction in the absence of supporting evidence to the contrary.</p><p></p><p></p><p>Or, he heard the tale of Dirk Dragonsbane, who, after earning their surname, leapt from the beast's back to rejoin their comrades in the battle below... Or some other way people might hear or learn something in a world of legends, myths, etc, where music and tales represent a significant portion of the available entertainment.</p><p></p><p>The point is, I don't know how or why the barbarian might come to that conclusion. But there are plenty of ways to get there just by being around in the world. They don't <em>need</em> to buy a lab coat and pocket protector.</p><p></p><p></p><p>Interesting, I proposed this method of tracking damage upthread, to combat metagaming.</p><p></p><p>I am curious how these games actually played. It seems to me that it would very easily lead to paralysis by caution and or recklessness out of ignorance. Or.. That the DM has to give increasingly precise descriptions of the party's health state to allow them to make rational decisions such that they might as well just hand over the character sheet. Are there options preferred over metagaming?</p><p></p><p></p><p></p><p>Sure, based on your, IMO, flawed underlying assumptions, I can see why you wouldn't.</p><p></p><p></p><p>Fair enough, I'll continue to use the assumptions explicitly stated in the materials for D&D. You are free to use whatever you wish.. Though, again, DM problem, not player problem.</p><p></p><p></p><p>If you hadn't already assumed, you wouldn't feel the need to ask.</p><p></p><p>Edit: taking this last bit back. I suppose here would be the opportunity for the DM to spring the surprise and you giving them the chance to do so. Point made.</p></blockquote><p></p>
[QUOTE="Gammadoodler, post: 8040360, member: 6914290"] We can simplify.. Is it advantageous to roll a larger hit die to determine max hp? Yes. Is the size for your hit die determined by the class you select? Also yes. An advantage you get because you choose a class.. is a class feature. Are we really arguing this? From the basic rules for 5e.. "Hit points represent a combination of physical and mental durability, the will to live, and luck. Creatures with more hit points are more difficult to kill. Those with fewer hit points are more fragile." Literally all I've suggested is that hp represent precisely what the game says they represent. You are welcome to adjudicate them however you want in your game.. go nuts.. But where you choose to ignore them, you are factually nerfing classes that get more of them, and, at that point, it is a problem caused by the DM, not the player. You got me there. They do require some narrative justification... And there is no difference in the nature of the justification they require.. the point remains the same. Oh boy.. I don't often get asked to opine on the likeliest version of imaginary physics, in imaginary worlds and how they might act on imaginary fantasy heroes.. Let's consider. 1. Across all these editions, they haven't started that gravity [B]does[/B] operate the same as on Earth. 2. There [B]is[/B] a gamist abstraction for falling in every edition of dnd as far as I'm aware, that serves as literal proxy for the effects of gravity. If we're arguing how it's [I]intended[/I] to function, it's a bit hard to get around the explicit intended function outlined by the game designers. Have we just always dispensed with these in the name of 'realism' 3. The mechanics of gravity as an attractive force between two objects based on relative mass and distance. Assuming we're good with PCs having roughly equivalent mass as creatures on Earth, are all D&D settings are located on equivalent sized or massed landscapes? Pretty damned doubtful, especially when you start including all that 'planes' nonsense. As such, similar to Earth gravity is verrry unlikely even from a 'realism' perspective. 4. Existence of contrary evidence. There are plenty of creatures that could not function the way they do in D&D under the normal effects of Earth gravity. 5. All the other D&D bulshittery. Deities you can shake hands with, hells you could vacation in, rising from the dead, surviving fireballs, and poison, and lightning, etc, teleportation, mind reading, etc. etc. etc. These worlds are filled with stuff that would suggest that maybe, they just don't work the same as our world does. That gravity should be the one place where it is the same requires quite a leap ;) IMO. IMO, the clear, logical choice is to defer to the stated gamist abstraction in the absence of supporting evidence to the contrary. Or, he heard the tale of Dirk Dragonsbane, who, after earning their surname, leapt from the beast's back to rejoin their comrades in the battle below... Or some other way people might hear or learn something in a world of legends, myths, etc, where music and tales represent a significant portion of the available entertainment. The point is, I don't know how or why the barbarian might come to that conclusion. But there are plenty of ways to get there just by being around in the world. They don't [I]need[/I] to buy a lab coat and pocket protector. Interesting, I proposed this method of tracking damage upthread, to combat metagaming. I am curious how these games actually played. It seems to me that it would very easily lead to paralysis by caution and or recklessness out of ignorance. Or.. That the DM has to give increasingly precise descriptions of the party's health state to allow them to make rational decisions such that they might as well just hand over the character sheet. Are there options preferred over metagaming? Sure, based on your, IMO, flawed underlying assumptions, I can see why you wouldn't. Fair enough, I'll continue to use the assumptions explicitly stated in the materials for D&D. You are free to use whatever you wish.. Though, again, DM problem, not player problem. If you hadn't already assumed, you wouldn't feel the need to ask. Edit: taking this last bit back. I suppose here would be the opportunity for the DM to spring the surprise and you giving them the chance to do so. Point made. [/QUOTE]
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