| The Earl of Gray Park |
Running a Level 1 Module at the FLGS, I had a player fail the Acrobatics check for a 5' standing long jump and subsequently fall 30'. I allowed said player to roll an Acrobatics check to avoid damage from the last 10' of said fall.
Another player thought such an Acrobatics check could be made only when jumping, not falling (i.e., if a player deliberately jumps down the 30', they can roll the Acrobatics check to avoid damage from the last 10'; if a player accidentally falls as the result of a failed Acrobatics check, no such roll can be made).
The rules for Acrobatics read, in part, "When you deliberately fall any distance, even as a result of a missed jump, a DC 15 Acrobatics skill check allows you to ignore the first 10 feet fallen, although you still end up prone if you take damage from a fall." [emphasis mine]
In the situation described above, the character didn't deliberately fall, but did fall as the result of a missed jump. I believe the intent is to allow that Acrobatics check to avoid damage when one deliberately falls or falls as the result of a missed jump, while no such check would be allowed if one falls into a pit, slips off a ledge or is pushed off a cliff.
Furthermore, the rules for Falling read, in part, "If a character deliberately jumps instead of merely slipping or falling, the damage is the same but the first 1d6 is nonlethal damage. A DC 15 Acrobatics check allows the character to avoid any damage from the first 10 feet fallen and converts any damage from the second 10 feet to nonlethal damage. Thus, a character who slips from a ledge 30 feet up takes 3d6 damage. If the same character deliberately jumps, he takes 1d6 points of nonlethal damage and 2d6 points of lethal damage. And if the character leaps down with a successful Acrobatics check, he takes only 1d6 points of nonlethal damage and 1d6 points of lethal damage from the plunge."
I believe I was correct in allowing the Acrobatics check to avoid 1d6 of falling damage. Should I have also ruled 1d6 of the remaining 2d6 of falling damage from that 30' fall on a failed jump was nonlethal damage?
| Viscount K |
Not 100% sure, but I do believe that you're only supposed to be able to negate falling damage for a fall you intended to make, and missing a jump does not fall into that category.
It is, of course, perfectly legitimate for you to rule that you can do it anyway. It it was my house rule, I would say that you still could do it, but with a harsher DC since you're unprepared.
| Kalshane |
We've always played it as you can make a Acrobatics/Tumble check to reduce damage from a fall. The 3.x rules under Tumble didn't specify having to jump on purpose (though apparently the Falling rules did.)
PF must have changed the skill rules to match the Falling rules.
Personally, I'm in favor of a skilled character being able to absorb the fall better, regardless of circumstances. (One of my martial art's instructors answers to to the question "Has your martial arts training ever saved you life?" was always "Yeah, when I slipped and fell down some icy stairs, knowing how to fall correctly kept me from breaking my neck.")
| Viscount K |
When jumping, people know what they might get into. They're prepared, and can react to the mishap of a fall. I think that's what was meant with "deliberately fall any distance, even as a result of a missed jump".
So any failed jump should allow an acrobatics check. Getting pushed wouldn't.
Yeesh. Totally true. I must've been more sleep deprived than I thought when I responded earlier. Full of dumb, ignore what I said earlier.
| Kalshane |
When jumping, people know what they might get into. They're prepared, and can react to the mishap of a fall. I think that's what was meant with "deliberately fall any distance, even as a result of a missed jump".
So any failed jump should allow an acrobatics check. Getting pushed wouldn't.
Well, the rules already take the deliberate vs. pushed aspect into account with the former making the first d6 of damage being non-lethal by default. I personally think someone who knows how to fall right should have a chance to take less damage than someone who doesn't, even when pushed.