Being able to jump up is no guarantee that you won’t get hurt on the way down. It happens all the time. I tore my ACL landing from a jump where my feet were no more than a foot off the ground doing a jump in roundhouse kick at Tae Kwon Do. I landed kinda twisted from a jump that was no where near the highest I could have jumped had I been going for height. My dad broke his ankle just going down a set of stairs—he wasn’t jumping at all; he just put his foot down the perfectly wrong way from the mere height of a riser. People can be seriously hurt falling from no height at all, by simply tripping or losing balance and hitting the ground the wrong way. I feel confident in saying that every single one of us knows someone who was injured while falling from a height that was less than they could have jumped had that been their goal. Poor landings are a huge cause of injury.
The game isn’t a real life simulator but the idea that one can’t get hurt landing from a distance that is within the limits of their ability to jump up to does not bear out in the slightest if you really think about it even though that may be counterintuitive upon initial consideration.
As far as what I think this should mean rules wise: it is reasonable that a creature takes the 1d6 bludgeoning for falling 10’ as the rules say—no matter how they got that 10’ high in the air. That said, a couple of my DM’s say the first 10’ don’t count, a house rule that goes a long ways towards accounting for the fact that PC’s are extraordinary specimens.
Well, that's not exactly a house rule, so much as a slight misunderstanding.
You take 1d6 per 10' fallen. So up to but not including 10' means you don't take any damage. Which is very similar to "the first 10' don't deal damage". So, close to how it is supposed to work, but it is the difference of ≥ vs >.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Well, that's not exactly a house rule, so much as a slight misunderstanding.
You take 1d6 per 10' fallen. So up to but not including 10' means you don't take any damage. Which is very similar to "the first 10' don't deal damage". So, close to how it is supposed to work, but it is the difference of ≥ vs >.
No actually it’s a carry over from PF1e, where the damage for the first 10’ was non-lethal according to RAW. This was a nuisance to track and was never really meaningful so we just didn’t count it. We also carried over taking 20, which is a little bit like 5e’s passive perception, investigation and insight, but can be used for all skills.
Being able to jump up is no guarantee that you won’t get hurt on the way down. It happens all the time. I tore my ACL landing from a jump where my feet were no more than a foot off the ground doing a jump in roundhouse kick at Tae Kwon Do. I landed kinda twisted from a jump that was no where near the highest I could have jumped had I been going for height. My dad broke his ankle just going down a set of stairs—he wasn’t jumping at all; he just put his foot down the perfectly wrong way from the mere height of a riser. People can be seriously hurt falling from no height at all, by simply tripping or losing balance and hitting the ground the wrong way. I feel confident in saying that every single one of us knows someone who was injured while falling from a height that was less than they could have jumped had that been their goal. Poor landings are a huge cause of injury.
The game isn’t a real life simulator but the idea that one can’t get hurt landing from a distance that is within the limits of their ability to jump up to does not bear out in the slightest if you really think about it even though that may be counterintuitive upon initial consideration.
As far as what I think this should mean rules wise: it is reasonable that a creature takes the 1d6 bludgeoning for falling 10’ as the rules say—no matter how they got that 10’ high in the air. That said, a couple of my DM’s say the first 10’ don’t count, a house rule that goes a long ways towards accounting for the fact that PC’s are extraordinary specimens.
Well, that's not exactly a house rule, so much as a slight misunderstanding.
You take 1d6 per 10' fallen. So up to but not including 10' means you don't take any damage. Which is very similar to "the first 10' don't deal damage". So, close to how it is supposed to work, but it is the difference of ≥ vs >.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
No actually it’s a carry over from PF1e, where the damage for the first 10’ was non-lethal according to RAW. This was a nuisance to track and was never really meaningful so we just didn’t count it. We also carried over taking 20, which is a little bit like 5e’s passive perception, investigation and insight, but can be used for all skills.