| Post/Author/DateTime | Post |
|---|---|
| Darth Sephiroth02-04-07, 04:06 PM | If someone makes an attack on impact, does he also deal the damage from the fall to the target. The last session of the game I was running had the players going up against something that they could barely hurt and one of the characters attempted a diving attack with their sword in the hopes of killing it that way. |
| FrostHammer02-04-07, 04:22 PM | There are specific feats that make use of jumping down onto enemies as part of a charge, so you might want to look into those (Raptor School tactical feat). However, if you're at the point where falling damage is significant, the height may make such an attack difficult. I'd say yes, increase the damage dealt to the enemy by the amount of fall damage taken, however, unless the enemy is distracted somehow, give him bonuses to his dodge AC since he might be able to see the character dropping and manage to step away in time. Any distance that'd take longer than a round to drop through should give the enemy this dodge bonus. The bonus should get bigger as the distance keeps getting bigger. |
| Darth Sephiroth02-04-07, 04:35 PM | The player rolled a natural 20 on his attack so a hit is pretty much assured on it, he was mainly hoping to just add the damage from the fall to the attacks damage. He's still taking the falling damage himself as well and is a pretty basic Barbarian with a greatsword and wanted to actually suceed in saving the party in the fight with a rather large monster. |
| FrostHammer02-04-07, 04:42 PM | I say let him, but cap the fall damage to both characters at something reasonable. What would terminal velocity give us for fall damage? 20d6 from a RIDICULOUS height? I'm guessing your barbarian didn't jump from a few hundred meters up though. |
| Mogofeiden02-04-07, 05:30 PM | Sure why not. However I'd say the target get's a reflex save to negate the falling damage (as opposed to getting a dodge bonus to AC). the attack is otherwise rolled normally and the attacker takes full falling damage (tumble and jump checks can reduce the damage) and the attacker cannot use a feather fall or similar effect. However, by raw creatures cannot ocuppy other creature's squares which would seem necessary in order to apply falling damage. |
| Darth Sephiroth02-04-07, 06:34 PM | I'm envisioning using the fall to drive the blade of the sword into the target in the space in front of you on the grid. 5 ft step away could work there if it isn't dropped by the attack. |
| penchant02-04-07, 06:50 PM | There are specific feats that make use of jumping down onto enemies as part of a charge, so you might want to look into those (Raptor School tactical feat). However, if you're at the point where falling damage is significant, the height may make such an attack difficult. I'd say yes, increase the damage dealt to the enemy by the amount of fall damage taken, however, unless the enemy is distracted somehow, give him bonuses to his dodge AC since he might be able to see the character dropping and manage to step away in time. Any distance that'd take longer than a round to drop through should give the enemy this dodge bonus. The bonus should get bigger as the distance keeps getting bigger. Note that first round of falling is 500 feet and 1000 feet every round thereafter.Since damage is maxed out at 20d6 falling for more than a round is not useful. Since this is a fantasy game I think this is a good house rule. Bhudda's Palm! As far as how to do it, I would only allow the rogues ability of defensive roll to help with the damage. Tumble can take away 1d6. |
| Mogofeiden02-04-07, 06:57 PM | If that's the case check Battle Jump (see Fr Unaprochable East). Hehe, I've been wanting to do a spider-man type character with Battle Jump for a while now. :D also, you might want to check the rules for diving charges (MM under fly movement modes) and see if you want to rule that jumping can qualify for it. |
| risner02-05-07, 09:54 AM | I would imagine the weapon damage and the falling damage would me mutually exclusive. The barbarian wouldn't be able to hold on to the sword to do the damage via the sword when he landed (taking falling damage himself) and doing falling damage to the monster. Also, the monster would likely use a reflex save to get out of the way of the falling barbarian (and take no damage) when the barbarian would both miss with the sword and take falling damage when he hit the ground (yes I know he rolled a natural 20 to hit, but he still missed.) All would be different if he were using spiked armour. I'd give him the falling damage and the attack damage if the monster didn't make a save to jump out of the way. |