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Post by delta on Mar 4, 2018 20:14:35 GMT -6
The clearest expression of falling damage in OD&D seems to be Vol-3, under Naval Combat: Melee.
Although that's intrinsic here, I'm not aware of many DMs giving saves for falling damage, nor is that expressed in any early adventures (e.g., B2, G1-3, D1-3). Whether by the d6 method above or some other method: Do you give saves for falling damage?
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Post by grodog on Mar 4, 2018 20:39:04 GMT -6
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Post by retrorob on Apr 27, 2019 6:31:40 GMT -6
Saves are also indicated in Sample Map of Underworld Level:
In my games I use these saves. But then again rules for crashing (Aerial Combat) don't give any ST.
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Post by aldarron on Apr 27, 2019 13:45:52 GMT -6
The clearest expression of falling damage in OD&D seems to be Vol-3, under Naval Combat: Melee. Although that's intrinsic here, I'm not aware of many DMs giving saves for falling damage, nor is that expressed in any early adventures (e.g., B2, G1-3, D1-3). Whether by the d6 method above or some other method: Do you give saves for falling damage? I use this save regularly. I just call it a falling save though, as a save for falling damage sounds to my ears like a damage reduction save, and with me it is all or nothing. <shrug>
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Post by tetramorph on Apr 27, 2019 14:31:05 GMT -6
As far as I can tell, most saves are either to negate a spell or magical effect or to halve a mass-damage effect.
I roll 1d6 per 10 feet of fall.
I allow a save for half damage.
I know it is not very "realistic."
But sometimes keeping things easy on my brain so that the game can flow is a compromise I am willing to make.
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Post by retrorob on May 2, 2019 11:31:15 GMT -6
I know it is not very "realistic." For the sake of "realism" the judge can restrict these saves only for a situation when there is some "saving" factor present (spreading branches, heap of garbage, snowdrift etc.). When you crash, you crash - roll d6 for each 10 feet, no saving throw permitted. Another variant: falling means death unless a character make the saving throw. It may sound a little bit cruel, but hell, it's very realistic. If you jump out of the window from a height of, let's say, 59 feet (~18 meters) it's highly probable that you will die. High-level characters with many HP wouldn't be so powerful anymore.
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Post by talysman on May 2, 2019 21:39:25 GMT -6
I noticed the same two obscure rules, and planned to use it pretty much as written... but I don't think any PCs ever fell in the sessions I ran after that.
I merged the two rules this way:
So sad that no one fell when they tried a crazy scheme to cross a broken staircase...
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Post by delta on May 5, 2019 10:53:14 GMT -6
As far as I can tell, most saves are either to negate a spell or magical effect or to halve a mass-damage effect. I roll 1d6 per 10 feet of fall. I allow a save for half damage. I know it is not very "realistic." But sometimes keeping things easy on my brain so that the game can flow is a compromise I am willing to make. The funny thing is when I researched some medical studies on falling (which gets expressed in death rates given certain heights), those rates do turn out to be bimodal (two distinctly different cases), dependent on whether the person hits their head or not. In fact, those risks are almost precisely halved (or equivalently: the height which gives 50% chance of dying is doubled: from 34 to 73 feet) if you can avoid hitting your head. So in that sense it arguably is realistic, and I've been very tempted to do it that way. That said, I currently instead give a save to avoid the fall entirely (as seen in module S1, e.g.). See here under the heading "Falling Mortality": deltasdnd.blogspot.com/2018/02/falling-revisted.html
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