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Old 07-21-2018, 02:49 PM   #17
Skarg
 
Join Date: May 2015
Default Re: Phasing for falling down/standing up

Quote:
Originally Posted by Rick_Smith View Post
I like rules where the behaviour is different based on the people & situation....
I agree on that part. My additional concern isn't complexity, though, but whether it makes sense, passes sniff tests, and is reasonably fair. The problem with getting up being too fast, to me, is when you can't capitalize on knocking someone down, so in some cases that situation becomes irrelevant - to me, that's a red light that something is wrong with the (basic Melee version of the) rule.


Quote:
Originally Posted by Rick_Smith View Post
The other key thing for me, is if you fall down due to damage, that is a big deal. I think that a person who take 8 points of damage (likely more than half their hits), should stand up slower than someone who stumbles because of a trip spell.

See my short post at the top of this thread for how I do it.
Yep, I mentioned before too that there's room for a "slip" or "stumble" effect that would really only last until the figure's next action, but I'd only consign that to minor things (maybe slipping on broken ground without rolling too high). I just differ with you that I think the Trip spell should be a full fall (or better, involve a victim saving throw to see how severe a fall it is).
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