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	<title>Comments on: Changes to falling</title>
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	<link>http://www.keyourcars.com/2010/02/19/changes-to-falling/</link>
	<description>What are you going to do next?!</description>
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		<title>By: Dennis</title>
		<link>http://www.keyourcars.com/2010/02/19/changes-to-falling/comment-page-1/#comment-403</link>
		<dc:creator>Dennis</dc:creator>
		<pubDate>Mon, 22 Feb 2010 14:26:54 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=3585#comment-403</guid>
		<description>It certainly can be bad.  Right now I&#039;m treating both sides equally.  In our last session, much to the player&#039;s bemusement and amusement, an elite that was dominated and made to walk off a 50&#039; cliff suffered 55 damage (average of 4+3+2+1 d10&#039;s).   Then as he climbed up a ladder that was dispelled as he got about halfway up, took another 16 damage from (2+1 d10&#039;s).  All my houserules are works in progress, as they work or don&#039;t work they&#039;re enforced or removed, tweaked where necessary.</description>
		<content:encoded><![CDATA[<p>It certainly can be bad.  Right now I&#8217;m treating both sides equally.  In our last session, much to the player&#8217;s bemusement and amusement, an elite that was dominated and made to walk off a 50&#8242; cliff suffered 55 damage (average of 4+3+2+1 d10&#8242;s).   Then as he climbed up a ladder that was dispelled as he got about halfway up, took another 16 damage from (2+1 d10&#8242;s).  All my houserules are works in progress, as they work or don&#8217;t work they&#8217;re enforced or removed, tweaked where necessary.</p>
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		<title>By: Anonymous</title>
		<link>http://www.keyourcars.com/2010/02/19/changes-to-falling/comment-page-1/#comment-402</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Mon, 22 Feb 2010 10:25:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=3585#comment-402</guid>
		<description>Isn&#039;t it bad to have &quot;players rule only&quot; for such things? It is like saying &quot;you are total suckers compared to this goblin that can fall 100 feet more than you and still live&quot;.</description>
		<content:encoded><![CDATA[<p>Isn&#8217;t it bad to have &#8220;players rule only&#8221; for such things? It is like saying &#8220;you are total suckers compared to this goblin that can fall 100 feet more than you and still live&#8221;.</p>
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		<title>By: Weekend Update 2 &#171; Old School Rant</title>
		<link>http://www.keyourcars.com/2010/02/19/changes-to-falling/comment-page-1/#comment-401</link>
		<dc:creator>Weekend Update 2 &#171; Old School Rant</dc:creator>
		<pubDate>Sun, 21 Feb 2010 16:14:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=3585#comment-401</guid>
		<description>[...] DM&#8217;s, it may be time to post about any &#8216;house rules&#8217; you may have regarding falling damage&#8230; (absolutely beautiful frigging blog, by the [...]</description>
		<content:encoded><![CDATA[<p>[...] DM&#8217;s, it may be time to post about any &#8216;house rules&#8217; you may have regarding falling damage&#8230; (absolutely beautiful frigging blog, by the [...]</p>
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		<title>By: Dennis</title>
		<link>http://www.keyourcars.com/2010/02/19/changes-to-falling/comment-page-1/#comment-399</link>
		<dc:creator>Dennis</dc:creator>
		<pubDate>Fri, 19 Feb 2010 17:45:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=3585#comment-399</guid>
		<description>That is a viable solution.  It removes level from the equation completely which I like as I&#039;ve been removing level in other fashions.  I&#039;d start the falling damage at 11+ feet though.  As a kid we used to jump off the roof of a shed at my grandmothers, no idea why we did it, it was almost 40 years ago but we could do it without taking any &#039;damage&#039;.   At the same time I once fell about 18&#039; out of a tree I was trying to climb and landed on my back.  No permanent damage but I almost passed out before my lungs started working again. 

But I like it. Let me consider it and put it forth to the players.  Most of my house rules are approved as a co-op system.</description>
		<content:encoded><![CDATA[<p>That is a viable solution.  It removes level from the equation completely which I like as I&#8217;ve been removing level in other fashions.  I&#8217;d start the falling damage at 11+ feet though.  As a kid we used to jump off the roof of a shed at my grandmothers, no idea why we did it, it was almost 40 years ago but we could do it without taking any &#8216;damage&#8217;.   At the same time I once fell about 18&#8242; out of a tree I was trying to climb and landed on my back.  No permanent damage but I almost passed out before my lungs started working again. </p>
<p>But I like it. Let me consider it and put it forth to the players.  Most of my house rules are approved as a co-op system.</p>
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		<title>By: Anonymous</title>
		<link>http://www.keyourcars.com/2010/02/19/changes-to-falling/comment-page-1/#comment-397</link>
		<dc:creator>Anonymous</dc:creator>
		<pubDate>Fri, 19 Feb 2010 17:35:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.keyourcars.com/?p=3585#comment-397</guid>
		<description>I understand your point but it seems a bit overcomplicated for what you want (yes I know it is actually the old school rules but with d10&#039;s instead of d6&#039;s) 
It seems that you want to make falling damage realistic, so how about this for a much quicker and easier way to handle it.
Each 10 feet you fall you loose your healing surge value in damage. 
So 10 feet no biggy, 20 bloodied, 30 hurting, 40 dead.
Assume hard surface. Subtract 10 feet for soft surface. Apply skill checks to acrobatics to final damage.</description>
		<content:encoded><![CDATA[<p>I understand your point but it seems a bit overcomplicated for what you want (yes I know it is actually the old school rules but with d10&#8242;s instead of d6&#8242;s)<br />
It seems that you want to make falling damage realistic, so how about this for a much quicker and easier way to handle it.<br />
Each 10 feet you fall you loose your healing surge value in damage.<br />
So 10 feet no biggy, 20 bloodied, 30 hurting, 40 dead.<br />
Assume hard surface. Subtract 10 feet for soft surface. Apply skill checks to acrobatics to final damage.</p>
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