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Why is there a limit to falling damage?
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<blockquote data-quote="Lanefan" data-source="post: 8040550" data-attributes="member: 29398"><p>In an indirect way they have, at least for on or very near the ground, when giving ranges for character weight.</p><p></p><p>Where something can be governed by real-world physics, i.e. there's nothing fantastic involved, there's no good reason not to use them.</p><p></p><p>Falling is one such instance.</p><p></p><p>Here I agree. In my own case I use Earth-like numbers simply for convenience, and because I'm not physicist enough to be able to figure out how all the numbers would differ were I to use a world of significantly greater or lesser mass.</p><p></p><p>That said, one of my setting was on a world that was considerably larger than Earth, but it was less dense and thus gravity at the surface was about the same as ours. That world did have a deeper atmosphere - air remained breathable to higher altitudes than on Earth - and the faster surface speed required to give a day-long rotation added significantly to the Coriolis force that drives a lot of weather patterns (thus, wild and unpredictable weather was common almost everywhere), so I was able to think that far through it. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If game-world magic didn't exist I'd agree with you 100%. But it does, and thus introduces a whole realm of physics we don't get to experience in reality.</p><p></p><p>For the benefit of our little Human brains, however, it's just easier to default to Earth-based physics when and where we can. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>That, and there's at least one creature on Earth than in theory can't function the way it does yet in practice does so without problem: the common bumblebee.</p><p></p><p>There's a big difference between being told "you're at about half" and "you're at 18 of 35". The latter introduces much more precise thinking than the former. and from what I've heard most DMs who ran this way tended to speak in fractions e.g. you're at about 3/4, you're at about 1/4, you're in really bad shape, etc.</p><p></p><p>But it's how I narrate monster hit points sometimes, particularly when those hit points are mostly meat (which is the case with most really big monsters) and thus the wounds are rather obvious. And there's other monsters, such as most jellies and all incorporeal undead, where there's no visible difference between full hit points and having only 1 h.p. left.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8040550, member: 29398"] In an indirect way they have, at least for on or very near the ground, when giving ranges for character weight. Where something can be governed by real-world physics, i.e. there's nothing fantastic involved, there's no good reason not to use them. Falling is one such instance. Here I agree. In my own case I use Earth-like numbers simply for convenience, and because I'm not physicist enough to be able to figure out how all the numbers would differ were I to use a world of significantly greater or lesser mass. That said, one of my setting was on a world that was considerably larger than Earth, but it was less dense and thus gravity at the surface was about the same as ours. That world did have a deeper atmosphere - air remained breathable to higher altitudes than on Earth - and the faster surface speed required to give a day-long rotation added significantly to the Coriolis force that drives a lot of weather patterns (thus, wild and unpredictable weather was common almost everywhere), so I was able to think that far through it. :) If game-world magic didn't exist I'd agree with you 100%. But it does, and thus introduces a whole realm of physics we don't get to experience in reality. For the benefit of our little Human brains, however, it's just easier to default to Earth-based physics when and where we can. :) That, and there's at least one creature on Earth than in theory can't function the way it does yet in practice does so without problem: the common bumblebee. There's a big difference between being told "you're at about half" and "you're at 18 of 35". The latter introduces much more precise thinking than the former. and from what I've heard most DMs who ran this way tended to speak in fractions e.g. you're at about 3/4, you're at about 1/4, you're in really bad shape, etc. But it's how I narrate monster hit points sometimes, particularly when those hit points are mostly meat (which is the case with most really big monsters) and thus the wounds are rather obvious. And there's other monsters, such as most jellies and all incorporeal undead, where there's no visible difference between full hit points and having only 1 h.p. left. [/QUOTE]
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Why is there a limit to falling damage?
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