Dimenson Door and Featherfall


Rules Questions

Liberty's Edge

If you dimension doored 100 ft in the air, would you be able to cast featherfall before hitting the ground?


Yes.

Featherfall is an Immediate action. Which means you can cast it without using your Standard action - even if you have already used your standard action, including using that Standard Action to cast Dimension Door.

Further, since you can use Immediate Actions even when it is not your turn, if soemone else teleports you 100 feet in the air, you can cast Feather Fall even while it is still their turn, so you'll float 60' gently downward while that enemy might still be taking his move action.

Liberty's Edge

While I agree that this is how it *should* work, OP might have been asking about this clause in dim door:

"After using this spell, you can't take any other actions until your next turn."

This could be construed to make it so that you can't even take the immediate (used to be free) action to cast feather fall.

Perhaps you should hop in the air so that you are free falling and insta-cast feather fall followed by casting dim door while hopping :/


cfalcon wrote:

While I agree that this is how it *should* work, OP might have been asking about this clause in dim door:

"After using this spell, you can't take any other actions until your next turn."

This could be construed to make it so that you can't even take the immediate (used to be free) action to cast feather fall.

Perhaps you should hop in the air so that you are free falling and insta-cast feather fall followed by casting dim door while hopping :/

Hmmm, good point.

I guess it is almost impossible.

Clearly, you cannot hop in the air and cast Feather Fall and Dimension Door. I'll assume you were kidding.

In fact, you cannot cast spells while falling unless the casting time is an Immediate Action (like Feather Fall). Dimension Door, however, is not, nor can you cast two Immediate spells in the same round so you cannot cast Quickened Dimension Door in the same round as Feather Fall.

So, the only way to do it is to already be falling from a height greater than 60 feet. Say you jump off of a 70' cliff. You immediately cast Feather Fall, slowing your decent to 60'/round. Next round, while you're still falling, you cast Quickened Dimension Door to a point 100' off the ground as the OP suggested. Your Feather Fall still has at least 6 rounds remaining (at least 14 rounds if you didn't use a Metamagic Rod of Quicken Spell) so you'll float comfortably to the ground.

Was this a logic puzzle?

Liberty's Edge

1 person marked this as FAQ candidate.

I was kidding- whatever the cast time on dim door is, it your short hop that you immediate out a feather fall out wouldn't give you time for it, nor would it likely count as "falling" in any event.

I like your solution to feather fall from dim door. "First, we jump off a cliff of appropriate height, then..."

This interaction is probably unintended. The dim door text is meant to address something entirely unrelated. It just seems an unhappy coincidence.

Oh hey check out the Glide spell in the APG. I think it may be unuseable by RAW, because it's like a better version of feather fall but takes a standard action to cast. Since I think RAW is something preposterous like falling all they way down (even from like, orbit) in one round (I could be wrong about this), you'd never be able to cast Glide while falling- and if you cast it before you jump out off of the cliff "The spell ends as soon as your feet touch the ground regardless of its remaining duration". So does that terminate right away?

Presumably the intent is that you are allowed to cast it and like, footsteps don't count, nor does preexisting foot-ground contact.


cfalcon wrote:

I was kidding- whatever the cast time on dim door is, it your short hop that you immediate out a feather fall out wouldn't give you time for it, nor would it likely count as "falling" in any event.

I like your solution to feather fall from dim door. "First, we jump off a cliff of appropriate height, then..."

This interaction is probably unintended. The dim door text is meant to address something entirely unrelated. It just seems an unhappy coincidence.

Oh hey check out the Glide spell in the APG. I think it may be unuseable by RAW, because it's like a better version of feather fall but takes a standard action to cast. Since I think RAW is something preposterous like falling all they way down (even from like, orbit) in one round (I could be wrong about this), you'd never be able to cast Glide while falling- and if you cast it before you jump out off of the cliff "The spell ends as soon as your feet touch the ground regardless of its remaining duration". So does that terminate right away?

Presumably the intent is that you are allowed to cast it and like, footsteps don't count, nor does preexisting foot-ground contact.

Actually, if your fall is greater than 500 feet, you can cast a standard action spell with a concentration check that has a DC equal to 20 + the spell's level, so you could try to cast Glide in this case. Otherwise, if your fall is less than 500 feet, you had better have that Metamage Rod of Quicken Spell handy (which takes a standard action to pull from storage, so by handy, I mean already in your hand).

Your Glide spell seems to be a paradox. I don't have the APG, so I am going by what you said. You can't seem to cast it on the ground since your feet touching the ground ends the spell the instant you cast it (is it really written this way?). And as a Standard action casting time, you must Quicken it or you must fall more than 500 feet to try to cast it while falling.

If it's really written this way, it doesn't seem like a spell I plan to learn or prepare...


Move, cast dimension door. End or round. You are in the air ready to fall.

Next round, you should fall, but you can cast feather fall.

Just don't cast dimension door before you use your move action.

Sczarni

immediate action: featherfall duration (x)rounds.

Standard action: dimension door, FF trigger after 5' fall, float down.

For extra safety, move action: pull quicken rod before ff.

Silver Crusade

Pathfinder Adventure Path Subscriber
psionichamster wrote:

immediate action: featherfall duration (x)rounds.

Standard action: dimension door, FF trigger after 5' fall, float down.

For extra safety, move action: pull quicken rod before ff.

For extra extra safety, swift action: drop a big pillow at the intended landing spot.


PathfinderEspañol wrote:

Move, cast dimension door. End or round. You are in the air ready to fall.

Next round, you should fall, but you can cast feather fall.

Just don't cast dimension door before you use your move action.

That might work for Wile E. Coyote, because when he chases the Roadrunner off of a cliff, he doesn't fall until he looks down.

But Pathfinder doesn't work that way. Even though you cast Dimension Door at the end of your current round, you begin falling immediately. It's not like YOU have to take an action to begin falling.

So, by your plan, you would Move, cast Dimension Door, fall to your likely death, End of Round - Next round, you are already done falling and splatting so you better hope there is a healer, or a Resurrector, nearby.


psionichamster wrote:

immediate action: featherfall duration (x)rounds.

Standard action: dimension door, FF trigger after 5' fall, float down.

For extra safety, move action: pull quicken rod before ff.

Nope, can't cast Featherfall on a target that is not already falling:

Pathfinder Core Rules, Spells, Featherfall wrote:
Targets: one Medium or smaller free-falling object or creature/level, no two of which may be more than 20 ft. apart.

So you can't cast this on yourself while you're just standing there on the ground.

(which, in case my DM is reading this, I didn't know until I started posting in this thread yesterday - so in our last game where I cast this spell on the group and then we jumped into the pit one at a time, yeah, uh, in my defense, I thought this spell worked like we used it in all the time in DDO).


DM_Blake wrote:


But Pathfinder doesn't work that way. Even though you cast Dimension Door at the end of your current round, you begin falling immediately. It's not like YOU have to take an action to begin falling.

Can you point out that rule?

Afaik in a 6 second round, you can't free-fall 100' during the last 0.01 second, unless some magic is involved, the Universal Law of Gravitation still applies to the Prime Material Plane.


PathfinderEspañol wrote:
DM_Blake wrote:


But Pathfinder doesn't work that way. Even though you cast Dimension Door at the end of your current round, you begin falling immediately. It's not like YOU have to take an action to begin falling.

Can you point out that rule?

Afaik in a 6 second round, you can't free-fall 100' during the last 0.01 second, unless some magic is involved, the Universal Law of Gravitation still applies to the Prime Material Plane.

Rounds are abstractions that we use to simplify the chaos of battle. You don't suppose that real combat goes like this:

Fighter moves 30 feet, swings his sword at Orc 1 and cleaves at orc 2. They just stand there and take it. Then rogue moves 30 feet to flank orc 2 and sneak attack him while he just stands there and takes it. Then cleric moves 30 feet and spends 3 seconds casting Bless while the orcs just stand there and watch. The wizard then moves 30 feet and spends 3 seconds casting Magic Missile while the orcs just stand there and watch. Now it's the orc's turn. Orc 1 swings at the fighter who just stands there and takes it. Orc 2 swings at the the fighter who just stands there and takes it. Orc 3 moves up from behind and swings at the rogue who just stands there and takes it...

You don't really think that's what is happening in combat, do you?

It's all happening at once. Everything is happening simultatneously. But that's too hard to keep track of, so we use rounds and everyone takes turns. This imposes order on what should really be very chaotic, but in doing so, it presents rules we can all follow.

So there is nothing in this abstract concept of "one melee round" that says tht if you move and then cast Dimension Door into mid-air, that you don't immediately fall. Nor is there anything that says you only have "0.01 second" left of your "round" so you only fall a few inches before your "round" ends.

On the other hand, there is nothing that says you don't just hang there in mid-air waiting to fall until your next turn, so I suppose a DM could play it that way if he wants to.

And for the record, you can fall 500' in one round, though I am unclear on how far you fall in the second consecutive round (I think RAW leaves it at another 500' - though that's unclear - but I think real physics says it's more like 1200 feet in 'round' two, and I think the 3.5 sage agrees with the physics - including converting it to rounds). So falling a mere 100' is just a fraction of a round (but from a physics POV, it takes nearly 3 seconds for a human to fall that far).

In short, it's very easy to believe you can move, cast a spell, and still fall 100 feet, all in one abstract melee round.

Ultimately, the biggest problem I have with what you said is this part: "Just don't cast dimension door before you use your move action." That implies a metagame ruleset that if you simply cast Dimension Door into mid-air, you fall and die, but if you move first then cast it, you don't. That seems extremely gamist to me (I'm not blaming you - the rules are written such that this interpretation can be perfectly valid).

(to be clear, when I say "biggest problem", that doesn't mean I have a problem with you or your words - I have a problem with system of rules where it's possible that what you said is a valid interpretation of those rules)

However, I don't like silly gamist rules. If casting Dimension Door at into mid-air the beginning of your round means you fall and die, then doing that same thing at the end of your round should damn well mean the same thing - you fall and die. The rules should work this way because there are no rounds except in our abstract system to simplify combat to a level that we players can keep track of it.

IMO.


DM_Blake wrote:
[...]

I disagree with how you see the relation between movement and abstract rounds of D&D. In D&D almost all kind of movement takes time and/or actions, say walk, climb, jump, fly or falling. You end your round in one place (which can be the air) you begin your next round in the same place unless some Brute or Wizard shows you his magic, you get few free movement.

As you say, people doesn't end their round and wait another 6 seconds while others figth or Gravity makes its works. We are not going into Relativity here, time is measured by each character, they do stuff for 6 seconds, the next round makes another 6 seconds, etc.. They may fall a few meters at the end of they round, that's true, but they are not going o fall huge distances without being able to cast feather fall.

About maths, you fall about 16' in the first second (acceleration takes time), 65' in the first 2 seconds, or 146' in the first 3 seconds. So for someone that have spent all his actions in a round the falling distance for 1 second isn't that big.

Metagaming stinks, but as a DM I would say that actions order doesn't matter in that case and would allow the usage of feather fall in any case.
After all a standard action spell that doesn't allow you to use your movement action or any other action after casting it has to be one of the most Gamey spells I have ever seen. I'm not killing someone that shouldn't die using that interpretation of rules.

Finally instant free-fall wouldn't make sense in many cases.
Some examples:
If someone falls from a cliff and a friend is near, I expect their allies to be able to fly/cast spell/etc.. when he have fallen a few meters. I'm not going into action movie stuff here, just common sense, no matter how you see the rounds there's nothing complex or strange about it.
If someone is riding a Griphon at high altitudes and falls, there has to be time for another rider or flying ally to aid the falling character, if there is someone near enough with enough speed.


It does appear that you can't (so you'd better Dimension Door up 600'). FYI, by physics, in a vaccum, you fall 576 ft in 6 seconds.

The one possible way around is that as an immediate action, Feather Fall uses up your swift action from your next turn (which is the current turn if you cast it during your turn). Since it's using up the action from your "next turn", I could see this being allowable. It's a bit contradictory with the disorientation that dimension door is supposed to cause though.

As for the ultra-gamist perspective, it wouldn't matter if you didn't take your move action before casting the spell, you can't "take your move action to fall" afterward anyways. Thus, *splat* makes much more sense :)


PathfinderEspañol wrote:

Finally instant free-fall wouldn't make sense in many cases.

Some examples:
If someone falls from a cliff and a friend is near, I expect their allies to be able to fly/cast spell/etc.. when he have fallen a few meters. I'm not going into action movie stuff here, just common sense, no matter how you see the rounds there's nothing complex or strange about it.
If someone is riding a Griphon at high altitudes and falls, there has to be time for another rider or flying ally to aid the falling character, if there is someone near enough with enough speed.

You do realize that all of these cases wouldn't save you if it was the middle of your turn. You yourself said "Just make sure you move before you cast Dimension Door." So, what if you didn't. Suppose your turn starts, you cast Dimension Door 100' up into the air. It's still your turn (your turn is only half over, right?)

So how will your friend save you with fly or other spells, or catch you with his griffon, or whatever, while it's not his turn?

Answer: He can't, unless he readied an action to do it.

Now that should be same answer if you move before you cast that Dimension Door. If your allies have no time to save you in the middle of your round (unless they readied an action), then they should have no time to save you at the end of your round. Or more specifically, it should not matter when you poof yourself up into the air - whatever rules allow you to fall or to be saved should be exactly the same regardless of what part of your round you used to poof yourself up there.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Glide has to be a mistake. A standard action casting time doesn't make sense for a falling spell, especially since it's duration ends the moment your feet touch the ground.

Shadow Lodge

Ravingdork wrote:
Glide has to be a mistake. A standard action casting time doesn't make sense for a falling spell, especially since it's duration ends the moment your feet touch the ground.

It's not a falling spell, it's a jumping spell. So you get on top of a cliff, or tower, or levitate, cast it, then jump.

Hmm... it's also useful for getting some mileage out of Fly, you can fly to gain altitude then right before the fly duration ends cast it. It's definitely situational.

If you read it literally you can't jump because your feet at touching the ground but that's kind of weak. The only way it makes sense at all is if you read the bit about your feet touching the ground as after the effect has started.


DM_Blake wrote:
PathfinderEspañol wrote:

Finally instant free-fall wouldn't make sense in many cases.

Some examples:
If someone falls from a cliff and a friend is near, I expect their allies to be able to fly/cast spell/etc.. when he have fallen a few meters. I'm not going into action movie stuff here, just common sense, no matter how you see the rounds there's nothing complex or strange about it.
If someone is riding a Griphon at high altitudes and falls, there has to be time for another rider or flying ally to aid the falling character, if there is someone near enough with enough speed.
You do realize that all of these cases wouldn't save you if it was the middle of your turn.

As I said, if you fall from a place at high altitude, you don't touch the ground in 1,2 or 3 seconds unless you consider 50 meters high altitude, which I doesn't. When your allies round begin you are still falling, so they can do actions to aid you, if there is something they can do. There is nothing counter-intuitive or complex in it, and nothing going against the rules; saying that people would instantly fall would be the Metagame here, a DM using Metagame which is even worse.

And if, as you said, "It's all happening at once. Everything is happening simultatneously" there are a lot of available actions. I'm not a fan of just grabing a falling person like it was a movie, but it is D&D and people fly and cast spells.

I wouldn't have a DM who doesn't allow a flying/whatever character to spent one or more rounds/actions aiding another character that is falling great distances. Denying character abilities after putting them over a 500' cliff? That isn't D&D imo.

About Dimension Door, If a DM wants to punish spellscasters that abuse of metagaming I can understand it. *I* wouldn't do it, I have already said how I see the rules, how I would apply them as a DM, and what I think about the gameyness of Dimension Door itself, there isn't much more to say.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

QUESTION: If I were to take a running long jump off a 250 foot high cliff and then cast glide (so as to get a few extra feet out of the glide) would the spell take effect immediately like I hope (since it is my turn), or would it take effect after my corpse is buried 250 feet in the ground below?


Ravingdork wrote:
QUESTION: If I were to take a running long jump off a 250 foot high cliff and then cast glide (so as to get a few extra feet out of the glide) would the spell take effect immediately like I hope (since it is my turn), or would it take effect after my corpse is buried 250 feet in the ground below?

You can't cast spells when falling, except Feather fall, or when falling more than 500' (iirc).

Why not cast Glide first and then jump? Makes sense to say that jumping isn't falling until you get to the jumped distance. IMO you would then move the 60'/round in the air in the next round.

Scarab Sages

PathfinderEspañol wrote:
DM_Blake wrote:
PathfinderEspañol wrote:

Finally instant free-fall wouldn't make sense in many cases.

Some examples:
If someone falls from a cliff and a friend is near, I expect their allies to be able to fly/cast spell/etc.. when he have fallen a few meters. I'm not going into action movie stuff here, just common sense, no matter how you see the rounds there's nothing complex or strange about it.
If someone is riding a Griphon at high altitudes and falls, there has to be time for another rider or flying ally to aid the falling character, if there is someone near enough with enough speed.
You do realize that all of these cases wouldn't save you if it was the middle of your turn.

As I said, if you fall from a place at high altitude, you don't touch the ground in 1,2 or 3 seconds unless you consider 50 meters high altitude, which I doesn't. When your allies round begin you are still falling, so they can do actions to aid you, if there is something they can do. There is nothing counter-intuitive or complex in it, and nothing going against the rules; saying that people would instantly fall would be the Metagame here, a DM using Metagame which is even worse.

And if, as you said, "It's all happening at once. Everything is happening simultatneously" there are a lot of available actions. I'm not a fan of just grabing a falling person like it was a movie, but it is D&D and people fly and cast spells.

I wouldn't have a DM who doesn't allow a flying/whatever character to spent one or more rounds/actions aiding another character that is falling great distances. Denying character abilities after putting them over a 500' cliff? That isn't D&D imo.

About Dimension Door, If a DM wants to punish spellscasters that abuse of metagaming I can understand it. *I* wouldn't do it, I have already said how I see the rules, how I would apply them as a DM, and what I think about the gameyness of Dimension Door itself, there isn't much more to say.

DM Blake is correct, falls happen immediately before you have a chance to really take another action. Whether it's between actions on your turn (you take a move action to jump off a cliff and start falling before you can perform your standard) or between turns entirely (you take your last action to move off a cliff, then start falling before your next turn comes around), falls happen immediately.

If you want a more official response, this issue was covered in the 3.5 FAQ. It's a bit heavy in real world physics, but the short answer at the end should work for Pathfinder. It basically says "If you are falling less than 500 feet, you splat within a single round. More, and you or your allies might have time to do stuff."

Spoiler:
How far does a character fall in a single round? If my
griffon-riding character falls off his mount 300 feet up, how
long do other characters have to catch him?

This ends up being both a rules and a physics question. The
short answer is, “In a single round, you fall far enough to hit
the ground in the vast majority circumstances that come up in
the game.”
Here’s the long answer: A falling character accelerates at a
rate of 32 feet per second per second. What that means is that
every second, a character’s “falling speed” increases by 32 feet.
The distance he falls in that second is equal to the average of
his falling speeds at the beginning of that second and at the end
of that second. Thus, during the first second he falls 16 feet (the
average of 0 feet and 32 feet, which are his speeds at the start
and end of that second). During the next second he falls 48 feet
(the average of 32 feet and 64 feet). He falls 80 feet during the
third second, 112 feet the fourth second, 144 feet the fifth
second, and 176 feet the sixth second. That’s a grand total of
576 feet fallen in the first round alone, hence the short answer
given above—the number of falls occurring in any campaign
longer than this is probably pretty small. For ease of play, you
could simply use 500 feet as a nice round number—it’s easier
to remember.
Of course, the character falls even farther the next round,
although acceleration soon ends due to the resistance of air on
the falling body (this is what’s called terminal velocity). If the
Sage remembers his high-school physics, terminal velocity for
a human body is roughly 120 mph (equivalent to a speed of
1,200 feet per round, or 200 feet per second); thus, the
character’s falling speed hits its maximum in the first second of
the second round. It’s safe to say that after 2 rounds the
character will have fallen nearly 2,000 feet, and will fall
another 1,200 feet per round thereafter.
In the example you give, other characters would clearly
have no more than a round to react, and it’s possible they’d
have even less time. Remember that despite the sequential
nature of D&D combat actions, things are happening very
quickly—virtually simultaneously, in many cases. As a DM,
I’d probably allow every character a chance to react to a long
fall (such as the one you describe), as long as their action
occurs before 1 full round has passed from the start of the fall.
(As a side note, that’s why feather fall allows its caster to cast
it even when it isn’t her turn—otherwise, adjudicating its
timing would be a nightmare.) The difference between “you
watch the character fall all the way to the ground before you
can react” and “the character starts to fall, what do you do?” is
really just up to the DM’s sense of fun and fair play. Off the top
of my head, I’d say that anything up to 50 or 60 feet is clearly
too fast to react to (barring a readied action, of course), and
anything that approaches 250 feet or more should probably
allow characters some chance to react, but that’s purely a
personal opinion.
Whatever decision you make, try to make the same
decision every time, so that players know what to expect. If this
situation comes up a lot in your game, it’s probably worth
creating a house rule so you don’t have to try to remember
what you did last time. (If your campaign routinely features
300-foot falls, your characters might want to invest in some
rings of feather falling!)
Now, if you start altering certain assumptions—such as the
force of gravity, or the density of air that’s resisting the falling
character, or even the mass of the falling character—these
calculations become less useful. Yet, unless your numbers are
much different than the standard values, you can still use these
as benchmarks.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
PathfinderEspañol wrote:
You can't cast spells when falling...

Except I'm not falling. I'm jumping.


Ravingdork wrote:
PathfinderEspañol wrote:
You can't cast spells when falling...
Except I'm not falling. I'm jumping.

Oh, well, that's OK then...

Liberty's Edge

Quote:

Move, cast dimension door. End or round. You are in the air ready to fall.

Next round, you should fall, but you can cast feather fall.

Just don't cast dimension door before you use your move action.

I'm pretty sure you can't cheese physics by ending the round lol

Falling isn't movement. By that logic if you cut a rope that 10 people were standing on, they wouldn't fall.

But I'm pretty sure it was a joke :P

psionichamster wrote:

immediate action: featherfall duration (x)rounds.

Standard action: dimension door, FF trigger after 5' fall, float down.

For extra safety, move action: pull quicken rod before ff.

Here's the problem: featherfall isn't duration (x) rounds. It ends as soon as your feet touch the ground, and it can only target one creature in freefall. That's the issue we are having- you can't just cast the featherfall first (by the modern writing of it), and you can't do *any* "action" (which featherfall got lumped in as when it was errataed into an immediate from a free).

Quote:

Can you point out that rule?

Afaik in a 6 second round, you can't free-fall 100' during the last 0.01 second, unless some magic is involved, the Universal Law of Gravitation still applies to the Prime Material Plane.

Uh-oh, you're back and weren't joking!

Short answer: Falling isn't part of your "movement". You fall when you don't have something supporting you, as you would expect. The rounds are an abstraction.

Quote:


Glide has to be a mistake. A standard action casting time doesn't make sense for a falling spell, especially since it's duration ends the moment your feet touch the ground.

It doesn't say you HAVE to target a falling creature, so maybe we are meant to interpret it that Rajnal, Cliff-Jumper, can cast it on himself, kiss Marleth good bye, slip her some tongue, and then jump off the cliff and Glide down. The issue is just in how it's phrased, of course.


cfalcon wrote:
Quote:

Move, cast dimension door. End or round. You are in the air ready to fall.

Next round, you should fall, but you can cast feather fall.

Just don't cast dimension door before you use your move action.

I'm pretty sure you can't cheese physics by ending the round lol

Falling isn't movement. By that logic if you cut a rope that 10 people were standing on, they wouldn't fall.

But I'm pretty sure it was a joke :P

Quote:

Can you point out that rule?

Afaik in a 6 second round, you can't free-fall 100' during the last 0.01 second, unless some magic is involved, the Universal Law of Gravitation still applies to the Prime Material Plane.

Uh-oh, you're back and weren't joking!

Short answer: Falling isn't part of your "movement". You fall when you don't have something supporting you, as you would expect. The rounds are an abstraction.

You aren't funny, sorry. And you should read the full posts because everything has been already covered.

I'm still waiting for that part of the rules that say that falling not only isn't movement but allows you to fall an infinite ammount of feets in fraction of a round.
I'm also waiting for the part of the rules that say that without rules you haven't to use common sense.


(Note: Too long quotes are making it a hell)

Karui Kage wrote:


DM Blake is correct, falls happen immediately before you have a chance to really take another action. Whether it's between actions on your turn (you take a move action to jump off a cliff and start falling before you can perform your standard) or between turns entirely (you take your last action to move off a cliff, then start falling before your next turn comes around), falls happen immediately.

If you want a more official response, this issue was covered in the 3.5 FAQ. It's a bit heavy in real world physics, but the short answer at the end should work for Pathfinder. It basically says "If you are falling less than 500 feet, you splat within a single round. More, and you or your allies might have time to do stuff."

I agree that if you fall for an entire round from a low place you are in a pretty dangerous situation, which is also the situation covered by the 3.5 FAQ. But it is not the problem.

By the way, I love Skip Williams, there is a quote from that FAQ about the issue

Quote:


[...]
In the example you give, other characters would clearly
have no more than a round to react, and it’s possible they’d
have even less time. Remember that despite the sequential
nature of D&D combat actions, things are happening very
quickly—virtually simultaneously, in many cases. As a DM,
I’d probably allow every character a chance to react to a long
fall (such as the one you describe), as long as their action
occurs before 1 full round has passed from the start of the fall.
[...]

Even with a full round fall we have time to react, it isn't compatible with falling all the way in an instant.

Sovereign Court

PathfinderEspañol wrote:
DM_Blake wrote:


But Pathfinder doesn't work that way. Even though you cast Dimension Door at the end of your current round, you begin falling immediately. It's not like YOU have to take an action to begin falling.

Can you point out that rule?

Afaik in a 6 second round, you can't free-fall 100' during the last 0.01 second, unless some magic is involved, the Universal Law of Gravitation still applies to the Prime Material Plane.

Agreed. Falling still counts as a move (flying rules allow you to move twice your speed on a dive, so you can move 60' down with a move cost of 30').

Thus, if you say trigger a pit trap at the end of a double move (with no move left), someone can grab you before you start falling on your next turn (i.e. in real life, people move in narrow corridors in a single file, so that if the front man starts falling, the one right behind him can grab his collar... in D&D, everything is turn by turn, so if your turn end while you're in midair, so be it... same goes for PCs jumping long distances and running out of movement halfway through the jump...)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Purple Dragon Knight wrote:

Agreed. Falling still counts as a move (flying rules allow you to move twice your speed on a dive, so you can move 60' down with a move cost of 30').

Thus, if you say trigger a pit trap at the end of a double move (with no move left), someone can grab you before you start falling on your next turn (i.e. in real life, people move in narrow corridors in a single file, so that if the front man starts falling, the one right behind him can grab his collar... in D&D, everything is turn by turn, so if your turn end while you're in midair, so be it... same goes for PCs jumping long distances and running out of movement halfway through the jump...)

Falling doesn't count as an action if you ask me.

If a flyer really wanted to, they could stop flying and freefall 500 feet each round. However, they would have to make a DC 10 Fly check to avoid becoming street pizza. This would be a non-action (though many of the actions they take that round will likely occur WHILE he is in free fall).


Ravingdork wrote:


Falling doesn't count as an action if you ask me.

If a flyer really wanted to, they could stop flying and freefall 500 feet each round. However, they would have to make a DC 10 Fly check to avoid becoming street pizza. This would be a non-action (though many of the actions they take that round will likely occur WHILE he is in free fall).

Agreed, no more than being bull rushed counts as a move. Or being on a ship or horse counts as a move.

Mind you, just like a horse when it moves your actions might occur during the move.. but it doesn't cost you a move directly.

-James

Liberty's Edge

PathfinderEspañol wrote:


You aren't funny, sorry. And you should read the full posts because everything has been already covered.

I'm hilarious, actually. Thinking that it's like some stop motion photography game is great. Like Zack's "time out" from Saved by the Bell.

Quote:
I'm still waiting for that part of the rules that say that falling not only isn't movement but allows you to fall an infinite ammount of feets in fraction of a round.

It's not infinite, but it's pretty large- I believe 500 feet is the listed amount. Falling is movement, but it's not a move action. Only things that are called out as move actions are move actions. Your example has the character trying to "cheese physics" because he's deliberately trying to create a situation where the round "freeze frames him" during the tenth of a second he's dropping, instead of the time before he began dropping or right after, all of which constitute much more of the actual time involved. That's ludicrous reasoning for an in game character in any event.

Quote:
I'm also waiting for the part of the rules that say that without rules you haven't to use common sense.

I don't know if it got ported into Pathfinder, but there used to be a "unless otherwise noted, D&D follows the physics of the real world" blurb somewhere in the DMG. In any event, it should be common sense to follow common sense if the rules don't apply. The rules are there to let you model the world enough to run a game, not create a bizarro universe of crazy actions with nonrealistic results. We have spells for that!

Liberty's Edge RPG Superstar 2008 Top 32, 2011 Top 16

Since it's a long range spell, you should be able to Dim door far enough up that you can fall 500' that round, and still have time to cast feather fall the next round. at min caster level of 7, it has a range of 400+7*40 = 680. I remember doing this once against a flying opponent, after bringing the fighter in the party with me, to give him a swing as we fell past.

Shadow Lodge

Ravingdork wrote:
PathfinderEspañol wrote:
You can't cast spells when falling...
Except I'm not falling. I'm jumping.

No, you are jumping when your feet are on the ground. As soon as they leave the ground you start falling, if you happen to have a little upward momentum at the beginning it's just happenstance.

Since the spell ends when your feet hit the ground part of the spells somatic component must be jumping into the air at the end of the spell :D

If a player wanted to make a jump check when he casts the spell I'd give him the extra height on his spell. Hmm boots of striding and springing, hmm.


Purple Dragon Knight wrote:
PathfinderEspañol wrote:
DM_Blake wrote:


But Pathfinder doesn't work that way. Even though you cast Dimension Door at the end of your current round, you begin falling immediately. It's not like YOU have to take an action to begin falling.

Can you point out that rule?

Afaik in a 6 second round, you can't free-fall 100' during the last 0.01 second, unless some magic is involved, the Universal Law of Gravitation still applies to the Prime Material Plane.

Agreed. Falling still counts as a move (flying rules allow you to move twice your speed on a dive, so you can move 60' down with a move cost of 30').

Thus, if you say trigger a pit trap at the end of a double move (with no move left), someone can grab you before you start falling on your next turn (i.e. in real life, people move in narrow corridors in a single file, so that if the front man starts falling, the one right behind him can grab his collar... in D&D, everything is turn by turn, so if your turn end while you're in midair, so be it... same goes for PCs jumping long distances and running out of movement halfway through the jump...)

Really?

So what if the guy triggers the pit trap at the end of a single move? Shucks, it's the middle of his turn (he's only taken one move action so he still has another move or standard action to take). I guess this poor sod has to fall since Pathfinder physics works differently mid-round than it does at the end of the round?

Poppykok I say! [sic]

Why not give the guy a Reflex save to grab onto his friend behind him? Or give the friend behind him a chance to grab the guy who is about to fall? Or both?

(well, maybe having the falling guy grab his buddy is all part of the one Reflex save he gest to avoid falling into the pit).

Movement is abstract. Rounds are abstract. If we're worried about combat initiative, that's one thing. But out-of-combat, with no initiative, everyone's just walking single file down that corridor, so the #2 guy is right behind the #1 guy (well, unless they're letting #1 scout ahead), so they both get a shot to grab each other, right?

Reflex saves are what you do when you need to act out of turn.

Falling just happens when it happens.

Move 5', spring a pit, fall in right then - instantly.
Move 30', spring a pit at the end of a single move, fall in right then - instantly.
Move 60', spring a pit at the end of a double move, fall in right then - instantly.

See? All the same.

Timing of the fall doesn't change the rules of the fall.


Time for a group viewing of "Legends of the Fall"


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
0gre wrote:
Ravingdork wrote:
PathfinderEspañol wrote:
You can't cast spells when falling...
Except I'm not falling. I'm jumping.
No, you are jumping when your feet are on the ground. As soon as they leave the ground you start falling, if you happen to have a little upward momentum at the beginning it's just happenstance.

No, you begin to fall at the END of your jump distance, provided you don't land on something first.

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