1) If a rust monster attacks a gold brick, it turns to gold dust. Rust Monsters use a supernatural ability, not real rust.
2) Falling damage should go up geometricly. A 10 foot drop does 1D6 damage. A 20 foot drop does 1D6 * 1D6 or 1-36 damage in excessive realism.
4.)There are massive flying reptiles capable of human speech, breathing fire (or lightning, or acid, or freezing cold wind that somehow deals lethal rather than nonlethal damage), and are capable of flight even though their skeletal structure is solid. Oh, and they can cast magic, too.
11) A pegasus can fly without the need of a 100 ft wingspan.
12) Crafting things is based on how much they are sold for rather than on, um... how they are crafted.
2) Falling damage should go up geometricly. A 10 foot drop does 1D6 damage. A 20 foot drop does 1D6 * 1D6 or 1-36 damage in excessive realism.
Since damage, or rather, loss of hit points, doesn't actually represent actual structural damage or injury, falling damage can be pretty much anything and remain "realistic".
Falling damage tends to be lethal at around 45 feet fallen. Given that this means somewhere around 15-20 points of damage, I am not sure the low ends of falling damage are too far off the mark.
Ever read this theory? According to it's many worlds interpretation, there are an infinite number of possibilities or "worlds." Thus all fiction is true. So, it's more accurate to say:
21) Pathfinder is a simulation. When you open the box, you roll percentiles. 1-50 the cat is alive. The cat does not even exist till you roll it up for the encounter.
24) Creatures that are not of the same species (and even different branches of the animal kingdom) can interbreed and create viable offspring.
25) There a about a million-zillion sapient races co-existing on the same planet.
2) Falling damage should go up geometricly. A 10 foot drop does 1D6 damage. A 20 foot drop does 1D6 * 1D6 or 1-36 damage in excessive realism.
Actually, this is incorrect. Sure, gravity is constantly accelerating you as you fall, but as you gain velocity it takes you less time to travel through each 10' increment so for each 10' you fall you have less time to accelerate before hitting the next 10' increment. (Wow that sounds confusing)
In any case, the formula for calculating your velocity after falling a given distance is:
v = square root of (2 * acceleration * distance)
(assuming 0 initial velocity and ignoring wind resistance)
If we punch in 32 feet per second squared for gravity (messy imperial units, I know) and adjust to mph, we can arrive at the following approximate velocities for distance fallen:
So, if we consider that fall damage is a factor of how fast you are going when you hit the ground, 1d6 per 10' is actually too much damage. If each 17mph increment represents 1d6 damage, then you shouldn't take 2d6 until 40', 3d6 until 90', 4d6 until 150' or 160', and you never reach 5d6 (85mph).
My god the things I do to avoid watching recorded CW shows with my wife!
Isn't that a bit of a cop-out to just throw that one out there off the bat? The thing is, men with scientific minds exist in pathfinder, and science is based on observation. One cannot simply say "Magic is not an observably real thing in the real world, ergo, a fantasy world is unscientific because it contains observably real magic." To a scientist in Golarion or any other setting with magic, it is real, and can be observed and quantified.
For one that makes more sense, I present:
26) The void of space deals cold damage, despite the lack of matter-based heat-convection required for that to be possible.
So, if we consider that fall damage is a factor of how fast you are going when you hit the ground, 1d6 per 10' is actually too much damage. If each 17mph increment represents 1d6 damage, then you shouldn't take 2d6 until 40', 3d6 until 90', 4d6 until 150' or 160', and you never reach 5d6 (85mph).
My god the things I do to avoid watching recorded CW shows with my wife!
That's not quite right. Damage from a fall depends on two things:
1) Your kinetic energy
2) The time it takes you to stop. (But we can ignore this because we are looking at the same falling object at different speeds)
Kinetic energy is is proportional to the square of your velocity. Now lets look at your table:
(note: I am eliminating mass from the equation, so there are no units :))
So, 1d6 is about 300*M/2 joules where M is your mass. This is not actually realistic since heavier characters should take more damage, but since most PCs are medium sized the PF damage ranges are actually surprisingly correct :)
If you want to be more accurate, you should scale the damage according to the creature's weight.
Really, the problem PF has is that ants that fall 10 ft are instantly crushed.
31] Your class matters more than your species in terms of what powers you get.
32] You cannot gain any experience from a day job (like being a smith) as an adventurer, but you can find a 5th level smith if needed who's never been on an adventure in his or her life.
33] You cannot have more ranks in a skill than your total number of Hit Dice even if you've been doing it for years and even if, for all purposes, you're 1st level because you've never adventured.
34] Good, Evil, Law, and Chaos can be very clearly defined and have not only moral but occasionally physical consequences (you can be warded against or directly harmed because of your alignment).
You max out at falling speed at about 120 ft (essentially wind resistance equals acceleration. You don't fall any fast from an air plane than a 10 story building. So your tables should stop there.
31] Your class matters more than your species in terms of what powers you get.
32] You cannot gain any experience from a day job (like being a smith) as an adventurer, but you can find a 5th level smith if needed who's never been on an adventure in his or her life.
33] You cannot have more ranks in a skill than your total number of Hit Dice even if you've been doing it for years and even if, for all purposes, you're 1st level because you've never adventured.
34] Good, Evil, Law, and Chaos can be very clearly defined and have not only moral but occasionally physical consequences (you can be warded against or directly harmed because of your alignment).
35] The periodic table would be so much nonsense.
I just wanted to point out that there are other ways to earn XP points in Pathfinder other than killing stuff. :P
I just wanted to point out that there are other ways to earn XP points in Pathfinder other than killing stuff. :P
I'm well aware of this. However, that still does not refute my point that I've yet to see anyone gain experience from what they do when they're not on an adventure.
37. Not only are there species unreasonaly similar to a planet with other natural laws, but there are indeed species from said planet, and to top that of, from across the entire evolutionary history of that planet.
41. A person with completely average physical capabilities, and no special training or abilities, can perform a running jump to achieve distances up to 20 feet and not fall over.
I just wanted to point out that there are other ways to earn XP points in Pathfinder other than killing stuff. :P
I'm well aware of this. However, that still does not refute my point that I've yet to see anyone gain experience from what they do when they're not on an adventure.
One would assume that's because you typically are a PC and on an adventure? Just because we cannot see certain things doesn't mean they aren't there. Otherwise, we would all surely die due to utter lack of oxygen.
One would assume that's because you typically are a PC and on an adventure? Just because we cannot see certain things doesn't mean they aren't there. Otherwise, we would all surely die due to utter lack of oxygen.
Point me to a rule which says PCs gain experience points between adventures - or that anyone can gain experience from being a tailor, smith, baker or whatever without also being an adventurer at some point.
Social encounters often have CRs attached to them, as do skill checks. While not reverting you do as an npc class is worth xp, those encounters with a CR do, so you can level up without having a traditional adventure.
One would assume that's because you typically are a PC and on an adventure? Just because we cannot see certain things doesn't mean they aren't there. Otherwise, we would all surely die due to utter lack of oxygen.
Point me to a rule which says PCs gain experience points between adventures - or that anyone can gain experience from being a tailor, smith, baker or whatever without also being an adventurer at some point.
NPCs don't need experience points, only a a DM to decide what level they are.
NPCs don't need experience points, only a a DM to decide what level they are.
Hence why I say it's unscientific. A scientific way of dealing with experience points would ensure that everyone would gain experience in a consistent way, rather than having it be randomly assigned without any explanation whatsoever.