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General Tabletop Discussion
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Wound-Vitality systems and death risk
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<blockquote data-quote="delericho" data-source="post: 5356273" data-attributes="member: 22424"><p>Indeed. It does occur to me that maybe the best fix for falling damage is the simplest: recast it as an attack, and allow the ground to inflict a critical hit.</p><p></p><p>A high-level Fighter might be quite blase about a 50 ft fall that 'only' does 5d6 damage, but he might well think twice if an unlucky attack roll turns that into 10d6 or a guaranteed 30 points (depending on whether using 3e or 4e critical hits).</p><p></p><p>Edit: in fact, 3e already went some way down this path, where if a character fell into a spiked pit trap, some of the spikes would attack the PC. This just expands that principle (and, indeed, the spikes should just add a bonus to hit, and/or change the damage type from B to P, and/or apply more damage to a successful attack).</p></blockquote><p></p>
[QUOTE="delericho, post: 5356273, member: 22424"] Indeed. It does occur to me that maybe the best fix for falling damage is the simplest: recast it as an attack, and allow the ground to inflict a critical hit. A high-level Fighter might be quite blase about a 50 ft fall that 'only' does 5d6 damage, but he might well think twice if an unlucky attack roll turns that into 10d6 or a guaranteed 30 points (depending on whether using 3e or 4e critical hits). Edit: in fact, 3e already went some way down this path, where if a character fell into a spiked pit trap, some of the spikes would attack the PC. This just expands that principle (and, indeed, the spikes should just add a bonus to hit, and/or change the damage type from B to P, and/or apply more damage to a successful attack). [/QUOTE]
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