Discussion:Combat rules during extended falls
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I would like to know what you people would be good rules for falling combat that takes more than 10 rounds in 4e. my rules are: move 1/2 speed, but can move in 3 dimensions, cannot fall prone (no ground), flanking, burst, and blast effects happen in 3 dimensions (I.E. above and below the enemy), special movement modes, such as flight, are not effected, and you can make an acrobatics check (DC 35) to move your full speed(minor action)
When you say falling combat, you probably don't mean freefall, do you? My party has always held physics in high regard when playing. We did the math at some point, and if you figure all humanoid creatures have the same terminal velocity (about 125 mph) and don't have some sort of parachute (or other device to slow descent) they fall something like 530 ft in the initial round of combat (assuming they start with a initial velocity of 0, and a round is the standard 6 seconds). Because of that, I would assume you would want to seriously penalize any ranged attack (if you've ever played "scoutzknives" on CounterStrike you know it is impossible to shot anything accurately while in the air). I would also penalize AC, as you are likely to be less able to dodge attacks while falling. One final note, I'd make some rule about spot checks, as I understand without some sort of goggles, vision can get pretty blurry(wind whipping hair and other things across your face and whatnot).