Environmental Damage is Too Low


Homebrew and House Rules

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I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people... let alone being on fire or falling off a cliff.

With the attacks, I can describe the damage as relevant to the percentage of HP of the creature like, even if the attack dealt 14 damage, if the you have 100 hp, I say something like, "The hilt of the greatsword crashes into your arm" or something to explain cinematically how you survived.

Now... it's pretty hard to fudge this with any degree of realism for falling damage, environmental damage, and being on fire, etc. I can't very well say... You fall straight down after being ejected from the elemental's whirlwind, plummeting 100 ft for... 32 damage... you are just fine and now its your turn where you can attack and move just fine."

This really doesn't sit right with me. I'm noodling with the idea of 1) using massive damage optional rule, and (more importantly) 2) making environmental and "being on fire" damage (not instantaneous fire damage) scale with HD... for every HD a creature has, add 1d6 to the falling, fire, acid pool, etc. damage. So, if you are level 7 and you fall 100 feet, you take 10d6 as normal plus an additional 7d6 falling damage.... if you are on fire you would take 8d6 fire damage per round.

This way, you don't have creatures that are completely unbelievable when interacting with the environment. What do you all think?


"I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people"

This is your real issue, right here.

You already dislike how the basic combat is handled, I can guess how you cringe at every time either a peasant of 3rd level survives a massive strike of a sword or the greatword damage results in 2 or 3. Not to mention how a battle between an armored warrior and a monk is looking to you I imagine.

For balance reasons, if you plan to change environmental damage, you should also increase damage of other sources like weapons and spells, and after that increase the AC and maybe damage resistance armors grant to balance that out, then of course give classes like the monk higher AC too.

Sure, it would basically end up right where you started, but currently, the amount of damage you write about is absurd, especially as many low level methods allow people to be thrown off edges or set creatures aflame. Mere fireballs would become obsolete as example.

You want to punish characters for being higher level by them taking more damage in the same situation a low level one would get less, this is something I would call unacceptable.


setzer9999 wrote:
I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people... let alone being on fire or falling off a cliff.

Amen, brother!

I'll just leave this houserule link here for ya.

It doesn't necessarily solve your environmental damage issues, but it does lead to satisfactory, engaging descriptions for combat damage; and there's ample discussion of other damage types, including falling. There's not a clear-cut answer.

Personally, I dread subjective damage like you suggest here. It just doesn't sit right with me.


Hmm, but the whole point is that it should be very high so that creatures don't just become demigods just because they are "high level".

The way I view "HP" isn't that its the amount of blood in your body or how much force your frame can endure before breaking... its your "general status". For example, if a huge giant's club "hits" you for damage, I don't necessarily think that it does "hit" you by actually touching you if it doesn't kill you... maybe it hit very very close you you and "that sinking feeling" was so great and the thud in your ears was so great that that is what is represented by "20 damage". HP could also represent "luck" running out, so when the final hit does actually bring you to or below 0 hp... THAT is when the greatsword or giant's club truly "hit" you cinematcially.

With falling damage though... there is no way to describe anything but that you indeed hit the ground with a sickening thud and should really be dead from 100 feet for sure... or if you are on fire, that you can be "on fire" but somehow virtually unhurt, just keep swinging away and worry about putting it out later, no problem, just 1d6 damage feh, and shrug it off.

My point is, unless you do transcend your species, not just become a famous experienced adventurer, but actually become transcendent, a fall should kill a hero just as easily as a commoner without magic intervention.


Indiana Jones is much more likely to survive falls from a cliff or a fight with a crocodile, or being thrown into a sand/snow storm than a businessman or cop. HP increase per level includes gained experience to handle things, and also represents the growth of characters as heroic/legendary entities which are more likely to survive battles with giants and dragons, and can even win. A hero, a player character is supposed to be harder to kill than a commoner, with or without magic intervention, Because if you make it magic dependent you basically slap with an iron gauntlet in the face of non-casters life Fighter, Rogue, Monk, or Barbarian.

Changing environmental rules you will open up a door to some other ideas, like instead of fighting a player party the giant or dragon mentioned above could just sit on them and kill them outright.

If you think this has nothing to do with you as you are the GM and you control these creatures, let me remind you of spells like Enlarge person, or charm/dominate spells which could be used for similar effects, or outright request a dragon (which has a lot of HD and thus would get a damn huge extra damage based on your own house rule) to jump into death.

The more stronger the enemy becomes, the more likely it is the players will also get rid of them this way.


setzer9999 wrote:
I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people... let alone being on fire or falling off a cliff....

Then you may want to try a less heroic oriented game. D&D/Pathfinder is anything BUT a realistic similation of real world traumatic combat.

Take a look at the Stormbringer/Runequest/Call of Chthulhu rules for some really lethal combat rules.

After you 4th or 5th character dies in it's second combat or gets a limb ripped off you may decide that a little more resilience is good in an RPG. ;-)

Remember, not every succesful ATTACK is actually a direct strike to an opponents body in Pathfinder. Some are close enough that they are a graze or you feal the weapons air as it passes your ear, etc. These too are loss of HP's. It is only really the hit that puts you negative that has seriously actually hit your meaty parts.

The rules are meant to represent heroic and even superhuman characters and the system is built that way. Reread the section on what Hit Points represent.


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Gilfalas wrote:

Then you may want to try a less heroic oriented game. D&D/Pathfinder is anything BUT a realistic similation of real world traumatic combat.

...

Remember, not every succesful ATTACK is actually a direct strike to an opponents body in Pathfinder. Some are close enough that they are a graze or you feal the weapons air as it passes your ear, etc. These too are loss of HP's. It is only really the hit that puts you negative that has seriously actually hit your meaty parts.

There is a happy medium. Even without houseruling, describing non-crit damage as parrying (and other abstract defense loss) does the trick nicely, and it is technically Rules-As-Written. HP are defined as abstract in the rulebook.

Parrying a giant's club is still superheroic in nature, but a good bit more believable than the direct-hit interpretation of HP that proliferates for some reason.


Evil Lincoln wrote:
Gilfalas wrote:

Then you may want to try a less heroic oriented game. D&D/Pathfinder is anything BUT a realistic similation of real world traumatic combat.

...

Remember, not every succesful ATTACK is actually a direct strike to an opponents body in Pathfinder. Some are close enough that they are a graze or you feal the weapons air as it passes your ear, etc. These too are loss of HP's. It is only really the hit that puts you negative that has seriously actually hit your meaty parts.

There is a happy medium. Even without houseruling, describing non-crit damage as parrying (and other abstract defense loss) does the trick nicely, and it is technically Rules-As-Written. HP are defined as abstract in the rulebook.

Parrying a giant's club is still superheroic in nature, but a good bit more believable than the direct-hit interpretation of HP that proliferates for some reason.

Yep. And HP being abstract and describing "non-hits" such as parry and near misses as taking their toll in HP damage is all gravy. I have a hard time coming up with things, but I do try to.

For being on fire, falling, or being submerged in acid/lava or ejected into outer space... these are very hard to swallow as anyone surviving them. This isn't "superheroic" to survive... its truly and exceptionally superhuman, even super-biological, to survive.


setzer9999 wrote:

Yep. And HP being abstract and describing "non-hits" such as parry and near misses as taking their toll in HP damage is all gravy. I have a hard time coming up with things, but I do try to.

For being on fire, falling, or being submerged in acid/lava or ejected into outer space... these are very hard to swallow as anyone surviving them. This isn't "superheroic" to survive... its truly and exceptionally superhuman, even super-biological, to survive.

Do check out the link above then. Even if you don't adopt the houserule whole, it contains a "dictionary" of sorts for every damage type and suggests ways to describe "abstract" results for each — including flame, falling, bleed, disease, &c.


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setzer9999 wrote:
With falling damage though... there is no way to describe anything but that you indeed hit the ground with a sickening thud and should really be dead from 100 feet for sure...

Isn't there? You can't say,

"You fall off the edge of the hundred-foot cliffs, grabbing a sapling on your way down; unfortunately, that uproots and you start falling again, scrambling with broken and bleeding fingernails to gain a handhold, or at least slow your fall, along the steep face of the cliffs. Finally, you can't hold on anymore, and tumble the remaining 30 ft. or so along the base of the slope, colliding with boulders and scree as you come tumbling to a stop at the foot of the cliffs. You took 10d6 ⇒ (1, 3, 5, 4, 3, 5, 4, 4, 1, 3) = 33 points of damage from the fall."

I do that kind of stuff all the time.


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Not to mention the very small number of people who survive falls that should certainly have killed them.

That's the toughest part about abstract HP, not explaining how they survived the damage, but how they avoided it at cost of personal defensive energy (leaving them somewhat more vulnerable to a killing blow).


Kirth Gersen wrote:
setzer9999 wrote:
With falling damage though... there is no way to describe anything but that you indeed hit the ground with a sickening thud and should really be dead from 100 feet for sure...

Isn't there? You can't say,

"You fall off the edge of the hundred-foot cliffs, grabbing a sapling on your way down; unfortunately, that uproots and you start falling again, scrambling with broken and bleeding fingernails to gain a handhold, or at least slow your fall, along the steep face of the cliffs. Finally, you can't hold on anymore, and tumble the remaining 30 ft. or so along the base of the slope, colliding with boulders and scree as you come tumbling to a stop at the foot of the cliffs. You took 10d6 points of damage from the fall."

I do that kind of stuff all the time.

In this specific case that finally made me really re-evaluate the whole issue of damage scaling, none of that would be possible.

In an open space, a creature was picked up by an elemental, which carried it to 100 feet, and dropped it onto pavement. This would be fatal, period. There's no way to explain that except to say "it's a game" that I can see.

Edit: even IF someone somehow beat the odds and survived such a fall... to then spring up and have your turn that round, just running around swinging your sword and casting spells less than 6 seconds later without so much as a twisted ankle or broken rib is downright ridiculous, no matter how heroic you are.


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See the link of Evil Lincoln, and stop saying something is "impossible". Especially in an RPG game with magic and whatnot. Too much realism can easily ruin a D&D game anyway, you kill off players just twice with the ideas you got and they will consider having an other GM or leave.


I tend to think that anyone who has a problem with shrugging off lots of HP loss from environmental damage is also going to have a big problem with poison.

I mean, in Pathfinder, you can shrug off the effects of

arsenic poisoning
cobra venom
tetanus
rabies infection
lycanthropy
I dunno, drinking oven cleaner

with a successful Fortitude saving throw. No special gear, no magic words of healing, nothing, just brute, uh, fortitudiousness.

Seriously, if you have a problem describing how a 20th level fighter survived a fall from orbit, then you're going to have an equally hard time describing how only the wizard and rogue are covered with poison ivy rash.

So it's ridiculous. meh.


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setzer9999 wrote:
In an open space, a creature was picked up by an elemental, which carried it to 100 feet, and dropped it onto pavement.

"The screaming wind elemental drops you to fall to the pavement, but your grasp on life isn't that slender. Snatching at the flying elemental, you are buyed by the violent backsplash of air from its passage, which slows your fall. Ultimately you lose your grip and fall to the ground... but you land on your feet and are jarred, rather than killed." Remember, just because you can't imagine something, doesn't mean that no one can.

Of course, if you still want this sort of thing to be impossible, there's a simple solution: confine your games to low levels. Check out "E6," for example.


there are professional jumpers, they know how to slow down a fall


When dealing with a magical power your ability to fluff survival should likewise be magical- or at least there is always that possibility.

I am against your possible rules change however because you now take a particular critter and make it a party killer. Sure, any creature can be- but the dev's designed that creature with a certain amount of damage in mind and if you say "that makes no sense, the PC's should just die!" then what you've REALLY done is put them up against something many CR points higher than you originally intended.

Maybe the sand softened the landing, maybe the winds buffeted the guy in a manner that allowed him to survive somehow, maybe he rolled with a lateral impact rather than being dropped from on high straight down like a rock (we are talking about winds here afterall).

But if you just decide "Nope, its a killer" then bump its CR up and also write it into the description of things for them to find on a knowledge check against said critter. Its very much a major revision for anything with that power.

-S


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Your problem isn't that damage is too low, it's that HP are too high. If you're going to have scaling damage so that the same thing kills a fighter regardless of level, why not just simplify and remove the need for extra damage by stopping the HP growth? Also, you should play E6 or a game that uses wound penalties.


Kirth Gersen wrote:
setzer9999 wrote:
In an open space, a creature was picked up by an elemental, which carried it to 100 feet, and dropped it onto pavement.

"The screaming wind elemental drops you to fall to the pavement, but your grasp on life isn't that slender. Snatching at the flying elemental, you are buyed by the violent backsplash of air from its passage, which slows your fall. Ultimately you lose your grip and fall to the ground... but you land on your feet and are jarred, rather than killed." Remember, just because you can't imagine something, doesn't mean that no one can.

Of course, if you still want this sort of thing to be impossible, there's a simple solution: confine your games to low levels. Check out "E6," for example.

That's quite literally stretching things... to stretch the elemental's "whirlwind appendage" far greater than the distance that the creature is able to take up starts to sacrifice one realism/verisimilitude for another... how is the hero "holding onto" wind again? That's a serious degree of apologetics, and again, stretching things.

What about being submerged 10 feet under lava? Ejected into outer space? What if you were teleported up a mile in the air with not even an elemental in sight to "grab and stretch" and you just plummet straight down with nothing to grab onto the whole way?

It just doesn't work from a credibility standpoint, whereas, though its hard to, you can come up with ways to describe near misses, grazes, luck running out, and other non-fatal things that reduce HP.

Evil Lincoln's Strain-Injury rules are cool, but in the end, I only see it as a way to better describe non-lethal damage and can't see myself finding the need to further complicate and already complicated game with tracking different kinds of damage. The healing people receive could just as much be healing their morale/luck and just track the HP all as one still.

Its not the mechanics so much as it is the believability I'm concerned with. Yes, it's a world of magic... but unless you cast feather fall or something like that, you DIDN'T use magic in this case, you just fell from a great height and it shouldn't be a surprise if that killed you outright.

I realize the game isn't realistic, but there are just lots of places that leave me at a loss to describe credibly, and I think that's a valid concern. This, by the way, the elemental picking up creatures to drop them, occurred at level 4 because a random treasure was an elemental gem of water, which casts a level 5 spell on use... and getting knocked off cliffs and set on fire can of course happen at any level, and some "cliffs" could be sheer battlements etc. which would have no saplings to grab onto.


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Then play freaking E3. If you want your PCs to be killed by mundane stuff, and you refuse to stretch your imagination past the limits of what seems "realistic" to you, then you should be playing a game in which the heroes are more or less mortal men, not demigods.

Characters of median level and above put Herakles and Chuhullain to shame, so if you don't want to deal with that level of exploit, you shouldn't be playing that level of D&D/Pathfinder.


Selgard wrote:

When dealing with a magical power your ability to fluff survival should likewise be magical- or at least there is always that possibility.

I am against your possible rules change however because you now take a particular critter and make it a party killer. Sure, any creature can be- but the dev's designed that creature with a certain amount of damage in mind and if you say "that makes no sense, the PC's should just die!" then what you've REALLY done is put them up against something many CR points higher than you originally intended.

Maybe the sand softened the landing, maybe the winds buffeted the guy in a manner that allowed him to survive somehow, maybe he rolled with a lateral impact rather than being dropped from on high straight down like a rock (we are talking about winds here afterall).

But if you just decide "Nope, its a killer" then bump its CR up and also write it into the description of things for them to find on a knowledge check against said critter. Its very much a major revision for anything with that power.

-S

Also, the PCs weren't at risk of dying in this particular situation... it was the PCs who summoned the elemental. The bad guys were the ones carried 100 feet in the air and dropped. I don't care if its the PCs or the bad guys, it is just pretty hard to accept that that would not be fatal. It wasn't a 20th level fighter they were fighting, it was a CR 6 creature, and a fall from 100 feet seems to me to be pretty fatal to a mere mortal of only 6 HD, but yet the average damagae for that isn't 60, it's 30, which is absurdly low.

Perhaps I should just rule that if there aren't any reasonable ways that damage COULD be mitigated, like the option to possibly grab a sapling root is 100% for sure not possible in the given circumstance, that the dice remain the same but automatically do maximum damage, and then include the massive damage rule...

Fire still doesn't make sense. Maybe you can say "you are on fire, but it's only smouldering a little, so you take 1d6 damage"... but after a few rounds of not putting it out, that "smouldering" is going to have to turn into a full on engulufing in flames... shouldn't it?


Setzer9999 wrote:
This, by the way, the elemental picking up creatures to drop them, occurred at level 4

4th level fighter, hp 10 + (5.5 * 3) + 12 (Con and/or favored class) = 38 hp. The 100-ft. fall I referenced above would have reduced him instantly to 5 hp, leaving him one sword thrust away from bleeding out his life. The wizard or sorcerer would likely have died outright, which should suit your sense of "realism."


Kirth Gersen wrote:

Then play freaking E3. If you want your PCs to be killed by mundane stuff, and you refuse to stretch your imagination past the limits of what seems "realistic" to you, then you should be playing a game in which the heroes are more or less mortal men, not demigods.

Characters of median level and above put Herakles and Chuhullain to shame, so if you don't want to deal with that level of exploit, you shouldn't be playing that level of D&D/Pathfinder.

The PCs are only 4th level.

Also, it feels to me like you are taking personal offense to this, which I find odd since you are telling me to "get out" basically. I didn't even say I AM employing this (or any specific) rule as of yet. I'm "noodling" with ideas. And, I'm not your GM, so you needn't worry.

The PCs can do to the NPCs in kind you know, its not a "PC killer" its a realism and believability issue. Sure, the heroes are heroic and in a land of magic. But if they don't use that magic, no amount of "being heroic" let's you just for no reason survive a massive fall. It's not a rare freak chance thing where it's one in several million people fall out of an airplane and live... it's basically something that would be a very common occurance, because there are actually MORE creatures in adventures that are over the levels at which HD make surviving high falls survivable than there are below that threshold, and more PC levels above that threshold too.


Kirth Gersen wrote:
Setzer9999 wrote:
This, by the way, the elemental picking up creatures to drop them, occurred at level 4
4th level fighter, hp 10 + (5.5 * 3) + 12 (Con and/or favored class) = 38 hp. The 100-ft. fall I referenced above would have reduced him instantly to 5 hp, leaving him one sword thrust away from bleeding out his life. The wizard or sorcerer would likely have died outright, which should suit your sense of "realism."

You missed in the above... the PCs weren't picked up, an NPC CR6 with 72 hp was picked up. 25 damage rolled on the dice isn't even enough for massive damage. So, basically the local thug in a gang of thieves can't be killed by being dropped 100 feet? I think I am allowed to be incredulous about that.

Silver Crusade

Pathfinder Adventure Path Subscriber

D&D and realism doesn't mix and never did. That's one of few things that are consistent across editions.


setzer9999 wrote:
Evil Lincoln's Strain-Injury rules are cool, but in the end, I only see it as a way to better describe non-lethal damage and can't see myself finding the need to further complicate and already complicated game with tracking different kinds of damage. The healing people receive could just as much be healing their morale/luck and just track the HP all as one still.

Thanks for checking them out! I guess the take-home message is that Pathfinder RAW damage is a lot like it is described in my house-rule; a mix of wounds and abstract defense loss (which can be as simple as distraction).

You can make the falling rules work by placing curtains to rip down from, or some similar more creative answer. It does not work without GM descriptive intervention. It never will. You'd need to rewrite the falling damage rules, and I'm not sure that would make the game better.

It's best to just accept that some portion of HP are not actual physical injury, as it says in the RAW. You don't need to track it separately like I do, but let it inform your description as a GM and you won't regret it.

I have to run a game next week with gargantuan giants attacking PCs with swords the size of telephone poles. They will hit on most, if not all of their attack rolls. The PCs will, in many cases, survive that first hit. I am very, very happy to have an abstract methodology for HP that lets me describe the PCs hurling recklessly out of the way of those attacks, leaving them overwhelmed and unable to deal with the next attack that actually puts them out of the fight.

Falling damage is the same. The more a person should have died, the more the GM needs to describe the reason that they didn't. The only alternative is killing every player who falls 80 feet during the course of the campaign... and then there's no one left.


setzer9999 wrote:
You missed in the above...

Cross-posted; I replied to your first post claiming level 4, hit reply before the level 6 correction appeared, and then hit submit soon after you did.

Important: There are other, better games in which a fall from a great height is pretty much always fatal. Victory Games James Bond 007 rules simply reference the height of the fall; you compare to a table and see if you're lightly wounded, heavily wounded, incapacitated, or killed outright, and your skill at combat has nothing to do with the outcome. Overall, 007 was an excellent, excellent rule set for the types of games you're describing -- my friends and I played fantasy games using a tweak of those rules for years, and honestly, I preferred that to Pathfinder by a very large margin.

I switched to 3.5/PF for one reason and one reason only -- to play Paizo APs as written. To do so, I've had to be willing to accept the rules for what they are, which is not a model of human protagonists, but of demigod-like heroes. When I want to play games in which fire, large-caliber handguns, and falling from cliffs are lethal, I play different games, because PF ain't it, and isn't meant to be.


Gilfalas wrote:
setzer9999 wrote:
I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people... let alone being on fire or falling off a cliff....

Then you may want to try a less heroic oriented game. D&D/Pathfinder is anything BUT a realistic similation of real world traumatic combat.

I do not see what superhuman have to be with heroic.

"O see I am in a cliff, nevermind i can just jump take some hp damage and use my wand of CLW" - It does not soun heroic to mee.


@ Evil 16th president of USA: so help me understand the strain/injury mechanic just a little more (I'm sure you're so sick of this by now but thanks in advance).

1. Correct me if I have it wrong, but as I understand it 1st level fighter has 16 hp: 10 for hd, 2 for con, 3 for toughness, 1 for favored class. He gets in his first fight and takes a goblin's axe to the face for max damage (6hp). All of this is considered Strain and goes away in 5, granted he breathes easy and takes a smoke break. Then the next fight he gets nailed with a neg. energy channel requiring a save, he fails, and takes 5hp Injury damage. Regardless of another smoke break, without magical healing he only has a total of 11 hp he can heal up to?

2. Please help me understand what role mundane healing plays; does it heal Injury instantly or what?

3. What's a "Final Blow?"

Believe me Mr President when I say I really appreciate the work so far, clarity you can give me on these points, and that whole Evil Gettysburg Address you gave - it gave me the chills hearing it in history class. Also I apologize if you've already answered these like a million times and I'm just dorkishingly missing it.


The more I think about it, the more I don't want to unbalance the game, and do want to just have fun with friends, but at the same time, yes it does drive me nuts.

Perhaps instead of scaling damage like that, I need a different two-part fix.

The first part of my fix I think needs to be to adjust how much damage is done from each given height. In reality, 200ft is waay to high to reach terminal velocity. Even making yourself less aerodynamic isn't going to help all that much. The average height is closer to 125 feet. Though its also not "100% realistic" due to the fact that its 25% higher than this, and that people COULD make themselves less aerodynamic... I think I'm going to double the damage per unit of height. So, a fall of 10 feet is now 2d6, and a fall of 100 feet is now 20d6. The maximums are not increased, and it has nothing to do with scaling for level, but it represents how falling is much more of a real danger.

I won't maximize the damage, because THAT is what would represent things like people making themselves less aerodynamic or rolling when the hit the ground, being lucky to land in hay or soft mud, etc.

The second part is a verisimilitude and story description. Maybe anyone over level 5 is "blessed by the gods" even though not everyone is a cleric. It is a world of gods after all, and people that embody strength that may be in line with what they want to happen maybe DO get more lucky in bad situations than in real life where there aren't gods.

As for massive damage... hmm, still not sure if that's balanced or not, since we are saying that HP includes more than just your physicality, but also your luck etc... anyone have opinions on massive damage?


if you still have issues explaining how people survive falls or other things, just imagine Mr. Bean or start to hum the music of Benny Hill Show.

..actually, I think I look into how to make a joke character that can survive everything now

I can already see a goblin dance like this.

Grand Lodge

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The Alexandrian posted a great article on calibrating your expectations in D&D 3E back in 2007. Everything he says applies pretty well to Pathfinder.

Boiled down in a nutshell, level 1 characters are equivalent to real-world above average humans. At level 3 or 4 you're close to, if not at, maximum real-world performance. Once you hit level 5 you are definitely at heroic fantasy levels (you can represent any of the mortal characters in Lord of the Rings using a 5th-level D&D character).

Beyond 5th level you're literally into super-heroic fantasy on a par with the sort of things you see in The Avengers and other recent Marvel movies.

I'd say you need to re-visit what you expect from Pathfinder in terms of realism and, if the assumptions made by the system don't suit your needs, then adopt one of the variants that have been suggested (like E6) or even switch to a game that represents nitty-gritty realism better (like GURPS).


Trying to recreate a combat/damage system which is both "realistic" and playable is at best a Herculean task. Many grey haired GMs have had similar complaints (including myself and Monte Cook who wrote a nice essay on "The Unscalable Wall of Realism" ) and found that the more "realistic" we made our game systems the more the complexity made the game unplayable. But for what it is worth you may find the following statistics interesting and helpful in yur tweaking of the rules:
The LD50 (50 % of people will die) for falls is 4 stories, or 48 ft, and the lethal does for 90% (LD90) of test subjects is 7 stories, or 84 ft (

The LD50 for burns (any cause lava, fire etc) is 80% of skin (in 2000 it was 30% in the pre antibiotic era my best guess would be 10% or even 5%.

The LD50 for trauma/shock (Probably the best real world analog to being hit with an arrow/broad sword or magic missile) has to do with restoring blood flow to the coronary, cerebral and hepatic arteries within 45mins (the so called golden hour in ER medicine) It is worth noting that this has very little to do which what kind of device caused the trauma be it a great sword, a .45 or a baseball bat.

The odd thing with trauma is the the seemingly random nature in which it claims its victims. One man survives 30+ blows of a baseball bat while another is hit by a baseball and dies instantly. I have personally seen people die in as short as 5 mins from a very narrow penetrating wound and other survive a "through and through" gunshot wound to the chest after walking 10 mins to the ED. The point is that real world trauma- what actually causes death in humans - is very complicated and difficult to recreate by even the most dogged game writer.


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Tanglebones wrote:

Trying to recreate a combat/damage system which is both "realistic" and playable is at best a Herculean task. Many grey haired GMs have had similar complaints (including myself and Monte Cook who wrote a nice essay on "The Unscalable Wall of Realism" ) and found that the more "realistic" we made our game systems the more the complexity made the game unplayable. But for what it is worth you may find the following statistics interesting and helpful in yur tweaking of the rules:

The LD50 (50 % of people will die) for falls is 4 stories, or 48 ft, and the lethal does for 90% (LD90) of test subjects is 7 stories, or 84 ft (

The LD50 for burns (any cause lava, fire etc) is 80% of skin (in 2000 it was 30% in the pre antibiotic era my best guess would be 10% or even 5%.

The LD50 for trauma/shock (Probably the best real world analog to being hit with an arrow/broad sword or magic missile) has to do with restoring blood flow to the coronary, cerebral and hepatic arteries within 45mins (the so called golden hour in ER medicine) It is worth noting that this has very little to do which what kind of device caused the trauma be it a great sword, a .45 or a baseball bat.

The odd thing with trauma is the the seemingly random nature in which it claims its victims. One man survives 30+ blows of a baseball bat while another is hit by a baseball and dies instantly. I have personally seen people die in as short as 5 mins from a very narrow penetrating wound and other survive a "through and through" gunshot wound to the chest after walking 10 mins to the ED. The point is that real world trauma- what actually causes death in humans - is very complicated and difficult to recreate by even the most dogged game writer.

That is actually pretty much a lot more in line with doubling fall damage per unit fell actually. As for other types of HP loss, yeah, its much easier to do anecdotal luck/divine favor/morale/minor nicks types of descriptions for those.

thorkull wrote:


The Alexandrian posted a great article on calibrating your expectations in D&D 3E back in 2007. Everything he says applies pretty well to Pathfinder.

Boiled down in a nutshell, level 1 characters are equivalent to real-world above average humans. At level 3 or 4 you're close to, if not at, maximum real-world performance. Once you hit level 5 you are definitely at heroic fantasy levels (you can represent any of the mortal characters in Lord of the Rings using a 5th-level D&D character).

Beyond 5th level you're literally into super-heroic fantasy on a par with the sort of things you see in The Avengers and other recent Marvel movies.

I'd say you need to re-visit what you expect from Pathfinder in terms of realism and, if the assumptions made by the system don't suit your needs, then adopt one of the variants that have been suggested (like E6) or even switch to a game that represents nitty-gritty realism better (like GURPS).

This thread has made me take a look at doing a conversion over to E6. I have the feeling that I really don't much care for high-level play after all the way it is in stock dnd/PF. I still haven't had a campaign go over level 5 as it stands, but the more I experience the game, and the more I read ahead into other modules and campaigns and creatures/spells at higher CRs... the more I think, as you said rightly, I may not be into it.

I think E6 looks very tempting because its just dnd/PF with less levels and more feats. If you know the rules, you already know the rules.

If I do just stick with PF, I'm going to have to make a concerted effort to make sure it's understood that characters that CAN live through such things are blessed with divine or diabolical energies whether they know it or not, cleric or not, and ARE superheroes/villains. I'm fine with, more than fine with, here FOR the fantasy... I just need some verisimilitude and explanation for the fantasy, that's all.

Also, though this is off-topic kind of, the scaling of some classes vs. others due to a lack of design consistency between 3.5 and second edition leaves a noticeable gap between magic users and physical types later in levels. I might try to see if I can't incorporate E6 and realm management type stuff ala 1st and 2nd edition. Perhaps the characters might find a way to breach level 6 someday through some epic reasons, the whole campaign can become being ABOUT transcending mortality :) later on.

But for now, I haven't had the time to prepare such things, and am working from published paizo stuff. In that meantime, I just wanted to come up with a way to have hazards and falls and the like not be so ridiculous.


Mark Hoover wrote:
@ Evil 16th president of USA: so help me understand the strain/injury mechanic just a little more (I'm sure you're so sick of this by now but thanks in advance).

Further substantial discussion should move to this thread, but I'll answer your questions here under the spoiler:

Strain-Injury HP Talk:

Mark Hoover wrote:
1. Correct me if I have it wrong, but as I understand it 1st level fighter has 16 hp: 10 for hd, 2 for con, 3 for toughness, 1 for favored class. He gets in his first fight and takes a goblin's axe to the face for max damage (6hp). All of this is considered Strain and goes away in 5, granted he breathes easy and takes a smoke break. Then the next fight he gets nailed with a neg. energy channel requiring a save, he fails, and takes 5hp Injury damage. Regardless of another smoke break, without magical healing he only has a total of 11 hp he can heal up to?

If the goblin's 6hp was a critical hit then the hit from the goblin drew blood. A hit to the face is a tad dramatic, but entirely possible (non-lethal face wounds exist).

If that 6hp was not a critical hit, then the "damage" reflects one of many possible things: the fighter's armor intercepted the blow but now has a big rent in it limiting the fighter's movement or exposing it to a second attack... or the fighter parried the axe out of the way with his own sword, limiting his remaining energy and ability to cope with attacks from other goblins until the end of the fight.

At the end of the fight, if it was a crit, it stays. It's a sopping gash that will only make it easier to kill the fighter (read: fewer hp!) in a subsequent fight. It's as though his max HP has been lowered, because he is wounded he can only defend himself as well as the wizard now.

If it wasn't a crit, he can quickly patch up the armor, or catch his breath, and get the HP back. If the GM is stingy, this "patching" costs him 3 GP as he uses materials or eats his lunch or whatever.

Mark Hoover wrote:
2. Please help me understand what role mundane healing plays; does it heal Injury instantly or what?

Mundane healing works exactly the same as before: treat deadly wounds takes forever and restores an extremely limited number of HP. However, since injury damage doesn't heal on its own (unless the GM says so), it is now necessary — you can't sleep off injuries.

Mark Hoover wrote:
3. What's a "Final Blow?"

The attack that puts you below 0 hp is always counted as an injury (unless it is a nonlethal attack). This is what makes the whole system work. Any attack that is sufficiently deadly to kill the character is a bleeding, persistent wound... and a small percentage of "hits" before 0HP are also wounds, because it is possible to be wounded and remain conscious. But for most damage, (strain) we're explaining how the character lost defensive potential by not being hit.

Mark Hoover wrote:
Believe me Mr President when I say I really appreciate the work so far, clarity you can give me on these points, and that whole Evil Gettysburg Address you gave - it gave me the chills hearing it in history class. Also I apologize if you've already answered these like a million times and I'm just dorkishingly missing it.

A lot of this stuff is in the thread or the doc, but I'm always keen to try new explanations. I'm open to criticism, too. It's not perfect, but it does make me happy as a GM to have this framework for describing damage in a way that's meaningful and evocative. Hope to see you in the other thread!


Falls

I'm not saying that it's likely for people to live, but it has happened in real life, and these people are not heroic PCs - they might be 1-3 level commoners, while a 4th level fighter is an entirely different thing.

Anyway, I'm not disagreeing with you. I think some environmental damage should be percentage based (fire, acid), and others (fall) is probably too low, but if it's too high, it can supersede everything as a form of damage and becomes a danger that low level characters CANNOT face.

Failing your Ride check for a quick dismount is a d6 of damage, and you end up prone. An average 1st level commoner has 6 hit points - that means there's a 1 in 6 chance he will go to 0. There is -no- chance of death, though dying from being thrown from a horse is a very real possibility.

There's a lot of stuff that doesn't make sense, but you will go insane trying to find all of it and fix it.


setzer9999 wrote:

The more I think about it, the more I don't want to unbalance the game, and do want to just have fun with friends, but at the same time, yes it does drive me nuts.

Perhaps instead of scaling damage like that, I need a different two-part fix.

The first part of my fix I think needs to be to adjust how much damage is done from each given height. In reality, 200ft is waay to high to reach terminal velocity. Even making yourself less aerodynamic isn't going to help all that much. The average height is closer to 125 feet. Though its also not "100% realistic" due to the fact that its 25% higher than this, and that people COULD make themselves less aerodynamic... I think I'm going to double the damage per unit of height. So, a fall of 10 feet is now 2d6, and a fall of 100 feet is now 20d6. The maximums are not increased, and it has nothing to do with scaling for level, but it represents how falling is much more of a real danger.

I won't maximize the damage, because THAT is what would represent things like people making themselves less aerodynamic or rolling when the hit the ground, being lucky to land in hay or soft mud, etc.

The second part is a verisimilitude and story description. Maybe anyone over level 5 is "blessed by the gods" even though not everyone is a cleric. It is a world of gods after all, and people that embody strength that may be in line with what they want to happen maybe DO get more lucky in bad situations than in real life where there aren't gods.

As for massive damage... hmm, still not sure if that's balanced or not, since we are saying that HP includes more than just your physicality, but also your luck etc... anyone have opinions on massive damage?

This is NOT a get out message. This is a friendly public service announcement. Try some other games with more lethal damage systems. They exist and you might like them more.


2 people marked this as a favorite.
setzer9999 wrote:
Kirth Gersen wrote:
Setzer9999 wrote:
This, by the way, the elemental picking up creatures to drop them, occurred at level 4
4th level fighter, hp 10 + (5.5 * 3) + 12 (Con and/or favored class) = 38 hp. The 100-ft. fall I referenced above would have reduced him instantly to 5 hp, leaving him one sword thrust away from bleeding out his life. The wizard or sorcerer would likely have died outright, which should suit your sense of "realism."
You missed in the above... the PCs weren't picked up, an NPC CR6 with 72 hp was picked up. 25 damage rolled on the dice isn't even enough for massive damage. So, basically the local thug in a gang of thieves can't be killed by being dropped 100 feet? I think I am allowed to be incredulous about that.

This part jumped at me. Have to reply.

It's another misconception, one that a lot of people seem to have, but a level 6 anything is not a just a local thug. 90% of the people in a setting are 1st level with NPC classes, usually commoners. Another 9% of the world has PC classes, but only goes to 4th, 5th level tops.
People with more than 5 levels are the 1%, movers and shakers. A sixth level rogue is supposed to be the local crime boss or at least an elite liutenant or enforcer.
A rogue around tenth level should be one of the best around, leader of his own powerful and far reaching guild. People with more than 10 levels are stupid powerful, and there should be only a handfull of them in a large kingdom or empire.
People at 14 levels or above are capable of destroyng kingdoms and defeating armies by themselves, there should be less than 50 of them in the whole world, including the PCs if they reach that far.

RPG Superstar Season 9 Top 16

Surviving long drops is a trope older than dirt.


VM mercenario wrote:


This part jumped at me. Have to reply.
It's another misconception, one that a lot of people seem to have, but a level 6 anything is not a just a local thug. 90% of the people in a setting are 1st level with NPC classes, usually commoners. Another 9% of the world has PC classes, but only goes to 4th, 5th level tops.
People with more than 5 levels are the 1%, movers and shakers. A sixth level rogue is supposed to be the local crime boss or at least an elite liutenant or enforcer.
A rogue around tenth level should be one of the best around, leader of his own powerful and far reaching guild. People with more than 10 levels are stupid powerful, and there should be only a handfull of them in a large kingdom or empire.
People at 14 levels or above are capable of destroyng kingdoms and defeating armies by themselves, there should be less than 50 of them in the whole world, including the PCs if they reach that far.

And this really jumped out at me. I have to very much disagree with this precept. If you dig way way way back into some of the 3.0 and even earlier editions, you'll find that when it comes to populating towns and cities that the population is not 90% unclassed or 1st level NPC. While the majority is fairly low level it is not even close a near totality that 90% represents. This is also broken by the "rule of cool" that places many higher level NPC classed NPC in the PCs way during adventures. Those "royal knights" that somehow have 15 levels of Warrior or even Fighter.

In keeping with calibrating one's expectations Pathfinder and D&D are epic (as in the story telling form not "levels") stories. This game replicates that, people plucking fire from the gods own hands.

If you want to try and take a "realistic" approach to describing why the world isn't overrun with super high level people it's because they get killed quite frequently. Taking the PCs as the exception, just look a how many "high level" things die to their hands alone. In terms of "humanoids" these are the folks with either ambition to grow beyond a simple sheepherder or are those who have been thrust into that circumstance. They also are put up against in the most life threatening risks and quite often die because of it.

The 4th level bandit that got flung skyward is in that class of heroic villain that seeming lives the most implausible of circumstances. If you treat Pathfinder like it is an exaggerated epic one my being to better appreciate what the system is describing. Of course the "heroes" and "villains" of these tales don't actually fall 100 feet with no significant injury, it was likely more like 10 feet at best. And who knows what that air elemental really was. It's a story after all. :P


Petty Alchemy wrote:
Surviving long drops is a trope older than dirt.

hah! slap me, for I forgot the LOTR ones! XD


Rather than polute this thread I made a separate thread, but the basic idea is "it's magic," and I don't mean Magic-as-seen-by-detect-magic, but it's magic compared to our world. Living creatures are powered by energy from a separate dimension of pure light. Maybe higher level creatures have a stronger connection. No need for strange mental contortions to see how they survived that fall.


VM mercenario wrote:

It's another misconception, one that a lot of people seem to have, but a level 6 anything is not a just a local thug. 90% of the people in a setting are 1st level with NPC classes, usually commoners. Another 9% of the world has PC classes, but only goes to 4th, 5th level tops.

People with more than 5 levels are the 1%, movers and shakers. A sixth level rogue is supposed to be the local crime boss or at least an elite liutenant or enforcer.
A rogue around tenth level should be one of the best around, leader of his own powerful and far reaching guild. People with more than 10 levels are stupid powerful, and there should be only a handfull of them in a large kingdom or empire.
People at 14 levels or above are capable of destroyng kingdoms and defeating armies by themselves, there should be less than 50 of them in the whole world, including the PCs if they reach that far.

The Alexandrian has a great article about this. I highly recommend the reading. It shows how this kind of detail was taken into account when they were still creating D&D 3.0.

EDIT: Just noticed I forgot to add the link... Fixed now -.-'


Resurrecting this thread, since I'm OP and still working on this issue.

I read the article Lemmy provided and all of the responses in this thread, as well as other threads out there on similar topics. I still have issues with environmental damage all the same. I don't want to play another system, because, overall, I really like Pathfinder and know it fairly well now.

Before I go on, I want to make it clear that I'm perfectly OK with superheroes and demigods. High level characters can survive things real humans cannot, that is fine. As the Alexandrian describes, characters in most famous movies and books with fantasy settings like Aragorn do not require any abilities beyond a level 5 character. So, a level 6+ character is a low grade superhero, and a level 20 character is vying with superman. I get it.

The problem I still have is in 3 parts:

1) What is the rationale for characters surpassing the human realism threshold? How can I come up with a reason (doesn't have to be a realistic reason, just an internal verisimilitude type of reason) for each campaign and character that surpasses the normal mortal threshold for having done so? It would by nice if there was some kind of standard explanation for the Golarion setting as to why superheroes exist. I mean... think about it. If you have a superhero comic strip universe, and you don't have radioactive spiders or kryptonite, just randomly people just have super powers for no reason, that is a poverty of the storytelling.

2) Level 6, even level 5, is too high level for realistic normal humans. If an 80 foot fall is supposed to be almost certainly fatal to a normal human, we have a problem. Level 5 characters can very easily be in the high 30s to mid 40s for hp. An 80 foot fall only does an average damage of 28. So, basically, to have a character not be superheroic, this is a good baseline. Any characters that have more than 28 hp are really superheroes. This is an issue.

3) The characters I describe as local thugs ARE local thugs. These are characters who are shaking down local businessmen for protection money. So, the problem is that a level 7 character IS being used as a local thug. The adventures are written so that players can feel like they are leveling up, but the plots don't level up as fast as the capabilities of the characters. So, the issue is that characters like that should be involved in more epic plots. If you have someone shaking down local businessmen, they should be a level 3 character, not a level 7. If a level 7 character is like a low level superhero/villan, then they should be involved in much more epic plots. I don't want the guy who is shaking down local businessmen to survive a 100 foot fall... I want a guy who is singlehandedly wiping out entire towns to do so.

Anyway, I know I have a tendency to write long posts, but if anyone reads this, please, based on this more fleshed out explanation of the issues, let me know if you have any advice. Specifically, how to either dial up the plots presented in the published adventures, or advice for how to dial down the levels of the characters and increase PC levels more slowly.


Gilfalas wrote:
setzer9999 wrote:
I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people... let alone being on fire or falling off a cliff....

(snip) D&D/Pathfinder is anything BUT a realistic similation of real world traumatic combat.

(snip)

You can cross post this in 100+ reasons Pathfinder is not scientific. :)


Goth Guru wrote:
Gilfalas wrote:
setzer9999 wrote:
I'm finding it very hard to describe credible attacks of greatswords and arrows not outright killing unarmored people... let alone being on fire or falling off a cliff....

(snip) D&D/Pathfinder is anything BUT a realistic similation of real world traumatic combat.

(snip)
You can cross post this in 100+ reasons Pathfinder is not scientific. :)

I realize there are several walls of text, mine and others', but the conversation evolved beyond the first post. I am fine with a story where characters can survive stuff that is not realistic to survive, there just has to be AN explanation (not a realistic scientific one)... just AN explanation in the plot/setting. The issue isn't that a level 20 character can survive a 100 foot fall, the issue is that anyone over level 3 can.


In the world I live in, there are rare examples where someone's cute does not open, and they suffer only some sprains and such. The natural laws of science have some gaps and conflicts. Scientists still go to Gravity Hill to try to work that anomoly into their theories. Something is deflecting the waves of gravity possibly. Maybe the skydiver hit a wirlwind that never reached the ground to become a dust devil? In flying encounters, maybe there should be a listing for a massive updraft?


Goth Guru wrote:
In the world I live in, there are rare examples where someone's cute does not open, and they suffer only some sprains and such. The natural laws of science have some gaps and conflicts. Scientists still go to Gravity Hill to try to work that anomoly into their theories. Something is deflecting the waves of gravity possibly. Maybe the skydiver hit a wirlwind that never reached the ground to become a dust devil? In flying encounters, maybe there should be a listing for a massive updraft?

Cases of people falling to terminal velocity and surviving do occur, but that is not the expectation... it is a very rare event. That doesn't help the issue of too high hp in d20 at all. You shouldn't be able to expect a 50/50 chance to survive (roughly speaking) an 80 foot fall unless you ARE a superhero. Yes, you have a very slim chance to if you are a normal person, but you don't expect to.

What explanation is there for a regular person having 28 hp? If 28 hp represents the ability to survive an 80 foot fall half the time, then 28 hp is superhuman. You can call it toughness, luck, morale, or whatever you want. It doesn't matter that it is abstract, the fact is, that 28 hp affords you the ability to survive an 80 foot drop 50% of the time. That's superhuman already, and it doesn't take a level 6 to have 28 hp. You can have 28 hp at level 3.

I think I'm still basically leaning towards just leaving everything else alone, but just doubling all environmental damage... high level characters still can survive long falls, not as easily, but they still can. If fall damage is doubled though, an 80 foot drop does 56 on average damage, which does make you have to be a level that is more appropriately descriptive of a superhero to survive.

The other issue though is being wounded... still working that one out. I never did like that you can only be wounded at exactly 0 hp (wounded and conscious I mean) ... but wounds and vigor has its own issues, a goblin with 24 wound points for example, is ridiculous. *sigh*

Edit: I also realize that 80 feet is not the measuring stick for reaching terminal velocity, and that real world science is much more complex. That's not the point. The point is that as reported, if you fall 80 feet, you should pretty much expect to be dead on impact or injured so badly that without medical attention and months of recovery that you would die or be paralyzed. Even higher falls are even worse, its just that 80 feet is the "ridiculous" factor unless you DO claim to be a superhero. Heck, you can easily die falling 40 feet too, or even falling 10 feet if you fall badly.


setzer9999 wrote:
Goth Guru wrote:
In the world I live in, there are rare examples where someone's cute does not open, and they suffer only some sprains and such. The natural laws of science have some gaps and conflicts. Scientists still go to Gravity Hill to try to work that anomoly into their theories. Something is deflecting the waves of gravity possibly. Maybe the skydiver hit a wirlwind that never reached the ground to become a dust devil? In flying encounters, maybe there should be a listing for a massive updraft?

Cases of people falling to terminal velocity and surviving do occur, but that is not the expectation... it is a very rare event. That doesn't help the issue of too high hp in d20 at all. You shouldn't be able to expect a 50/50 chance to survive (roughly speaking) an 80 foot fall unless you ARE a superhero. Yes, you have a very slim chance to if you are a normal person, but you don't expect to.

What explanation is there for a regular person having 28 hp? If 28 hp represents the ability to survive an 80 foot fall half the time, then 28 hp is superhuman. You can call it toughness, luck, morale, or whatever you want. It doesn't matter that it is abstract, the fact is, that 28 hp affords you the ability to survive an 80 foot drop 50% of the time. That's superhuman already, and it doesn't take a level 6 to have 28 hp. You can have 28 hp at level 3.

I think I'm still basically leaning towards just leaving everything else alone, but just doubling all environmental damage... high level characters still can survive long falls, not as easily, but they still can. If fall damage is doubled though, an 80 foot drop does 56 on average damage, which does make you have to be a level that is more appropriately descriptive of a superhero to survive.

The other issue though is being wounded... still working that one out. I never did like that you can only be wounded at exactly 0 hp (wounded and conscious I mean) ... but wounds and vigor has its own issues, a goblin with 24 wound points for example, is ridiculous....

I agree completely regarding falling and environmental damage.

'Changing the Rules' by Michael Hammes is an open content PDF product for d20 games. It essentially replaces many instances of dice of hp damage throughout the d20 rules with temporary Constitution damage. For example, with falling damage, each d6 equals 1 point of Temp Con damage; otherwise all is the same.

I think this is brilliant. It gives realistic danger and consequences while not simply being more of the same (ie MORE hp damage for falls). Recovering Con damage takes greater resources or more likely lots of time. Con damage reduces hit points, which nicely models how major injuries and broken bones would limit your ability to avoid blows in combat. And, of course, if you are reduced to 0 Con (even temp damage) you're dead.

Yes it is harsh. I'm sure the people who attacked your idea of more damage for falling, etc. will be up in arms about this; but it is an elegant solution to what I consider to be a fatal flaw of the game. Hit points can let you dodge, duck, tumble, deflect, and absorb the blows of your enemies like a heavy-weight boxer. They should not let Evander Holyfield survive a straight fall from 80 feet to the ground.


I misspelled chute, sorry.
(opinion)
Green Arrow went from 1st to 10th level as a ranger living on that island. A 10th level character is a superhero.(opinion)

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