So an immovable rod let's you press it's button to fix it in place, requiring a DC 30 STR check or 8 tons to move it unless the button is pressed again...
Now I know this is fudging the rules a little bit, since the rod says it takes an entire action to press the button (really though? An entire action?) I had the idea for a barbarian to have a pair of these on his belt, and use his massive STR to make climb checks during battle (as an action, to lean a little towards the wording of the rod) to just ascend into mid-air by raising a rod, locking it in place, putting the other rod forward, etc. etc.
I don't think there are any rules for adding damage to a blow coming from 15 feet in the air, but I know if one of my barbarian players did this I would be giggling madly and give them advantage or something.
Don't see why not. Tbh D&D is about having fun so I am personally willing to sacrifice following the rules exactly for the benefit of my party's amusement.
Have not used the rods, but had characters a couple of weeks ago jump on monsters. Used Dex saves and falling damage to divide between jumper and target. Players loved it. Might have to define actual rules if it becomes a regular practice...
But agree with Kiminite -- make it fun!
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DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Does it have to be 2 rods? I'm imagining it like the Ninja Warrior show where they have the one pole and have to use it to go up the "ladder". Maybe make it an athletics check. Either way, sounds legit to me ;)
Have not used the rods, but had characters a couple of weeks ago jump on monsters. Used Dex saves and falling damage to divide between jumper and target. Players loved it.
Somewhere in here there is another thread on this exact topic of how to handle Death From Above damage. I recommend either using an attack roll or reflex save, everything else in the game requires one or the other and if you don't make the reward of a DFA worth the risk it's unlikely to be used.
I'm more inclined to make it an attack roll for the PC over a Dex save for the enemy for 3 reasons. 1) I think it gives the player more sense of agency. They succeeded or failed because of THEIR roll, not a the GMs. 2) Attack rolls scale better with higher levels. 3) It's not effected by the target a Dex save makes DFAing a Earth Elemental a great idea and a Rogue a TERRIBLE idea. (If it's a Dex save, it's not a spell but should Shield Mastery apply?!)
as for the Risk/Reward continuum. Keep in mind my style is very "Kung Fu Movie D&D"
A successful attack: Attacker takes half falling damage, Defender takes full falling damage + weapon attack, both prone.
A failed attack: Attacker takes full falling damage, attacker prone.
Have not used the rods, but had characters a couple of weeks ago jump on monsters. Used Dex saves and falling damage to divide between jumper and target. Players loved it.
Somewhere in here there is another thread on this exact topic of how to handle Death From Above damage. I recommend either using an attack roll or reflex save, everything else in the game requires one or the other and if you don't make the reward of a DFA worth the risk it's unlikely to be used.
I'm more inclined to make it an attack roll for the PC over a Dex save for the enemy for 3 reasons. 1) I think it gives the player more sense of agency. They succeeded or failed because of THEIR roll, not a the GMs. 2) Attack rolls scale better with higher levels. 3) It's not effected by the target a Dex save makes DFAing a Earth Elemental a great idea and a Rogue a TERRIBLE idea. (If it's a Dex save, it's not a spell but should Shield Mastery apply?!)
as for the Risk/Reward continuum. Keep in mind my style is very "Kung Fu Movie D&D"
A successful attack: Attacker takes half falling damage, Defender takes full falling damage + weapon attack, both prone.
A failed attack: Attacker takes full falling damage, attacker prone.
lol, glad I'm not the only one who still says Reflex save... It's a shame that 5/6 of my players are new to the game and have no effing clue what I'm talking about when I say to make Reflex saves...
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Have not used the rods, but had characters a couple of weeks ago jump on monsters. Used Dex saves and falling damage to divide between jumper and target. Players loved it.
Somewhere in here there is another thread on this exact topic of how to handle Death From Above damage. I recommend either using an attack roll or reflex save, everything else in the game requires one or the other and if you don't make the reward of a DFA worth the risk it's unlikely to be used.
I'm more inclined to make it an attack roll for the PC over a Dex save for the enemy for 3 reasons. 1) I think it gives the player more sense of agency. They succeeded or failed because of THEIR roll, not a the GMs. 2) Attack rolls scale better with higher levels. 3) It's not effected by the target a Dex save makes DFAing a Earth Elemental a great idea and a Rogue a TERRIBLE idea. (If it's a Dex save, it's not a spell but should Shield Mastery apply?!)
as for the Risk/Reward continuum. Keep in mind my style is very "Kung Fu Movie D&D"
A successful attack: Attacker takes half falling damage, Defender takes full falling damage + weapon attack, both prone.
A failed attack: Attacker takes full falling damage, attacker prone.
I'd say: Hit: Attacker makes Dex save (DC 8 + 1/10 distance fallen (in feet)), taking full falling damage and becoming prone on failure or taking half falling damage and not becoming prone on success; defender takes full falling damage + attack damage and must succeed on Str or Dex save (their choice) against the same DC or fall prone. Miss: Attacker takes full falling damage and must succeed on Dex save (DC 12 + 1/10 distance fallen (in feet)) or fall prone.
I did a Dragoon-type character for 3e that had Jump checks and everything to leap into the air and then Tumble checks to reduce falling damage:
On a successful Jump attack the attacker took 1/2 damage from the fall (1d6 per 10 feet) rounded down, and the defender took 1/2 damage from the fall rounded up. The attacker, because they knew they were falling got to make a Tumble (or in this case, Acrobatics) check to reduce the damage.
On a miss, the attacker instead took full damage from the fall, but was still able to make a check to reduce the damage.
Also, regardless of hit or miss, if there isn't an open adjacent square to land in, the attacker falls prone in the defender's square.
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
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So an immovable rod let's you press it's button to fix it in place, requiring a DC 30 STR check or 8 tons to move it unless the button is pressed again...
Now I know this is fudging the rules a little bit, since the rod says it takes an entire action to press the button (really though? An entire action?) I had the idea for a barbarian to have a pair of these on his belt, and use his massive STR to make climb checks during battle (as an action, to lean a little towards the wording of the rod) to just ascend into mid-air by raising a rod, locking it in place, putting the other rod forward, etc. etc.
I don't think there are any rules for adding damage to a blow coming from 15 feet in the air, but I know if one of my barbarian players did this I would be giggling madly and give them advantage or something.
What do you all think of this?
Don't see why not. Tbh D&D is about having fun so I am personally willing to sacrifice following the rules exactly for the benefit of my party's amusement.
If it sounds cool to you and your group of players, then there is nothing wrong with it.
Even if It wouldn't fly (excuse the pun) at my table.
Have not used the rods, but had characters a couple of weeks ago jump on monsters. Used Dex saves and falling damage to divide between jumper and target. Players loved it. Might have to define actual rules if it becomes a regular practice...
But agree with Kiminite -- make it fun!
--
DM -- Elanon -- Homebrew world
Gronn -- Tiefling Warlock -- Amarath
Slim -- Halfling Cleric -- CoS (future Lord of Waterdeep 😁)
Bran -- Human Wizard - RoT
Making D&D mistakes and having fun since 1977!
Does it have to be 2 rods? I'm imagining it like the Ninja Warrior show where they have the one pole and have to use it to go up the "ladder". Maybe make it an athletics check. Either way, sounds legit to me ;)
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“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.
Hit: Attacker makes Dex save (DC 8 + 1/10 distance fallen (in feet)), taking full falling damage and becoming prone on failure or taking half falling damage and not becoming prone on success; defender takes full falling damage + attack damage and must succeed on Str or Dex save (their choice) against the same DC or fall prone.
Miss: Attacker takes full falling damage and must succeed on Dex save (DC 12 + 1/10 distance fallen (in feet)) or fall prone.
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I did a Dragoon-type character for 3e that had Jump checks and everything to leap into the air and then Tumble checks to reduce falling damage:
On a successful Jump attack the attacker took 1/2 damage from the fall (1d6 per 10 feet) rounded down, and the defender took 1/2 damage from the fall rounded up. The attacker, because they knew they were falling got to make a Tumble (or in this case, Acrobatics) check to reduce the damage.
On a miss, the attacker instead took full damage from the fall, but was still able to make a check to reduce the damage.
Also, regardless of hit or miss, if there isn't an open adjacent square to land in, the attacker falls prone in the defender's square.
Click Here to Download my Lancer Class w/ Dragoon and Legionnaire Archetypes via DM's Guild - Pay What You Want
Click Here to Download the Mind Flayer: Thoon Hulk converted from 4e via DM's Guild
“It is a better world. A place where we are responsible for our actions, where we can be kind to one another because we want to and because it is the right thing to do instead of being frightened into behaving by the threat of divine punishment.” ― Oramis, Eldest by Christopher Paolini.