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Free falling

17th Sep 2015, 8:56 AM

Free falling
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kidra on 17th Sep 2015, 8:56 AM

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So in pathfinder, fall damage is 1d6 for every 10 feet fallen. Now if you fall 50 feet that's an average of 15 damage. While that's lethal to a lower level character, around level 10 that's really not bad. Granted, if you roll really high on that damage it's much more frightening.

However, this rule makes it so you can do moves that would be horrifying to so in real life (though I suppose that's true of most RPG stuff...)

Once in a campaign we had a summoner that could fly, and my guy was completely reckless and had no real sense of self preservation, so we had the summoner fly up while holding my character, and then we dropped my character right on top of the bad guy, doing an awesome flying stab with his sword.

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Disloyal Subject on 17th Sep 2015, 11:31 AM

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The rules for falling damage in the 40K RPGs are pretty silly, and if I recall correctly it bypasses armor.
I'm waiting for a chance to throw a Chaos Lord (one of the biggest, baddest, and meanest leaders of the Chaos Space Marines) in Terminator Armour (heaviest armour in the game, but it prevents dodging) down a skyscraper, or at least a skyscraper's stairs.

Bob on 17th Sep 2015, 4:09 PM

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That makes sense. Unless their armor has magic kinetic dampeners armor can't protect against fall damage.
Other ways to deal with enemies in heavy armor: throw them in a lake (though Space Marines don't need to breath I think), drop them in a hole without a ladder, throw a net on them, put something heavy on them.

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Disloyal Subject on 20th Sep 2015, 7:27 PM

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Strictly speaking, Space Marines definitely need to breathe, but they have three lungs and their armour is sealed proof against hard vacuum with enough air to last for hours. Chaos Marines often have damaged, malfunctioning, or outright broken subsystems in their armour, but when it comes to things like breathing, there's a chance that the foul mutations granted to them by the gods of the Warp let them get by anyway.

Fef on 17th Sep 2015, 4:11 PM

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If you are drop on and stab an enemy and roll let's say, 16 damage, does that 16 damage transfer to the enemy (in addition to normal damage) while you take none, or is it half and half.

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zombi3DS on 17th Sep 2015, 6:55 PM

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Rules as written you don't do anything with it. It is up to dm to decide on it.
Ironically you don't have to hit anything to take falling damage, though it does specify rules for hitting certain surfaces that yield and cushion the fall.

(The rules state you take damage from falling you don't have to hit a surface at the end or anything. You take damage if you fall for any reason even if you manage to fly or levitate before you hit the ground, I mean this in a gradual upward acceleration cause if you try to just magically woosh back upwards the g-forces will hit you like a truck and I would respect a dm saying yeah you going 160 upwards at the last second still leaves you taking damage [though again magic so justifiable to also say you don't take damage]).
There is also the fact that you have to fall exactly 10 feet or don't take damage.

The rules do include rules for having things fall on you though. Ironically you could drop things from half an inch over someones head and it does the same damage as the same dropped from thirty feet up. It deals half damage which assuming a medium object is 3d6/2 for being dropped from 30- feet up, 3d6 for 30.00001 to 149.999999 feet up, and 3d6*2 for 150+ feet up. Both the falling creature/object and the struck creature/object take the same damage.

Falling Damage From Another System

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Otaku on 17th Sep 2015, 6:55 PM

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Dsiclaimer: If you don't care to compare with how a different RPG system handles falling damage, just skip my post. XD

So I was curious and wanted to see how it worked in other systems, but I only have the rules for one other one handy (GURPS 4e). Since this isn't a GURPS discussion, I'll skip to the result I got for the same fall: 4d6 worth of damage, which is an average of 14 points.

While a similar amount to that of Pathfinder, HP scores work differently in GURPS; it is a "point buy" system without levels or classes. HP starts out equal to your "Health" score, which means a typical human has 10 HP. The exact maximum HP score for a peak human in a realistic setting is debated, but 20 is often cited. That makes 14 points of damage sound awful... and it is. It isn't as bad as it would be in Pathfinder though; you start rolling against your Health score to avoid passing out at 0 HP (with your Move and Dodge scores halved before at an earlier threshold). You first risk death at -HP, so the average person taking 14 points of damage isn't dead (they are at -4 HP) but is probably going to pass out in a second or two and the bleeding could finish them off if they aren't attended to in time.

For harder hits, note that you roll against your Health score to avoid dying for each further negative multiple of your HP you have another death check to roll against your Health, with automatic death at -5 X HP. What is interesting to me (well, most of it is) but in GURPS your armor does protect you, however whether flexible or rigid the GURPS rules for blunt trauma (the amount of damage that gets through flexible armor even if it technically stopped the blow) will apply. Blunt Trauma is 1 point for every 5 points of damage soaked.

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Newcago on 17th Sep 2015, 7:07 PM

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You know, fall damage does tend to be a little ridiculous. We played FASERIP one night and decided to play the Avengers. I was playing Hawkeye, pretty much the only one on the team would should be really worried about falling off of something. I fell ten stories and sat there, waiting to hear that I had died.

"You take 30 damage" the chart read. I currently had about 60-70 health points.

And that's how I fell off a New York skyscraper and got right back up without breaking a sweat.

cicely on 18th Sep 2015, 8:24 AM

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AD&D did 1d6 per 10 feet, also, leading to endless wrangles and articles in Dragon Magazine---searching for the Perfect Falling Damage Reckoning System.

At this time it is still AWOL, no consensus having been reached.

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The Chessmaster on 24th Sep 2015, 1:05 PM

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The really ridiculous thing is that in D&D 3.5, it's possible for a 2nd-level cleric to fall thousands of feet and remain conscious when they land, without even using any magic. And by 7th level, you can have a barbarian who will always survive a fall of any height. Of course, the really ridiculous thing is that sorcerers and wizards have a 1st-level spell that allows them to take no damage from falls of any height, while other classes can only reduce the damage by 1d6 at most.
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