Sorry, the rage attack while falling made that line jump out at me.
Dex save doesn't necessarily mean influencing the fall. I take it as it implies mitigating the damage by potentially adjusting how the impact affects ones person. Being in martial arts for the past number of years has taught me that once your feet are off the ground you're pretty much s.o.l. However I've also been taught how to land so that I take far less damage from the impact and avoid breaking a wrist, hip, elbow, or other extremity. Barring direct simulation due to a fantasy setting, I feel giving that kind of out is fair.
I hear you. I re-read the rules to understand how and when the fall condition starts and then why and when the fall condition damage is applied. A dexterity save is rolled to stop the character from losing his/her balance, and therefore catch himself/herself before falling. Once the character is falling, unless by some influence: class feature, spell, or item, normal fall damage applies. The barbarian rage stress-tests the rule because unlike the monk's slow fall which is applied to the fall condition, the barbarian's class feature mediates the condition under a specific circumstance: rage. To make use of the damage resistance to B, P, S damage, the barbarian must be raging through the initiative count and until the fall ends.
As far as rate of descent, I home-brew the climb rule into the distance fell rate. It's the easiest to transfer and it's already built into the system. A character can climb half his/her movement per round, which also conveniently provides spell casters a mechanic they can rely on to help the barbarian slow his rate or fly back up or some other clever use of a spell book.
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I need a rules lawyer ... again