Ring of feather fall vs. lesser form

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the ring of feather fall says take no damage and always land on feet. lesser just says take no damage. so if two characters fall one with each do both land on feet or just one with regular ring?
You don't fall prone when you land if you take no damage. So... the rings do the same thing.
The "greater" version has a daily.  So it's slightly better.

But yea.. the same for the wearer.

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my builds
F-111 Interdictor Long (200+ squares) distance ally teleporter. With some warlord stuff. Broken in a plot way, not a power way.

Thought Switch Higher level build that grants upto 14 attacks on turn 1. If your allies play along, it's broken.

Elven Critters Crit op with crit generation. 5 of these will end anything. Broken.

King Fisher Optimized net user.  Moderate.

Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.

Very Distracting Warlock Lot's of dazing and major penalties to hit. Overpowered.

Pocket Protector Pixie Stealth Knight. Maximizing the defender's aura by being in an ally's/enemy's square.

Yakuza NinjIntimiAdin: Perma-stealth Striker that offers a little protection for ally's, and can intimidate bloodied enemies. Very Strong.

Chargeburgler with cheese Ranged attacks at the end of a charge along with perma-stealth. Solid, could be overpowered if tweaked.

Void Defender Defends giving a penalty to hit anyone but him, then removing himself from play. Can get somewhat broken in epic.

Scry and Die Attacking from around corners, while staying hidden. Moderate to broken, depending on the situation.

Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.

Indestructible Simply won't die, even if you sleep though combat.  One of THE most abusive character in 4e.

Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.

Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.

Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.

Domination and Death Dominate everything then kill them quickly. Only works @ 30, but is broken multiple ways.

Battlemind Mc Prone-Daze Protecting your allies by keeping enemies away. Quite powerful.

The Retaliator Getting hit deals more damage to the enemy then you receive yourself, and you can take plenty of hits. Heavy item dependency, Broken.

Dead Kobold Transit Teleports 98 squares a turn, and can bring someone along for the ride. Not fully built, so i can't judge the power.

Psilent Guardian Protect your allies, while being invisible. Overpowered, possibly broken.

Rune of Vengance Do lot's of damage while boosting your teams. Strong to slightly overpowered.

Charedent BarrageA charging ardent. Fine in a normal team, overpowered if there are 2 together, and easily broken in teams of 5.

Super Knight A tough, sticky, high damage knight. Strong.

Super Duper Knight Basically the same as super knight with items, making it far more broken.

Mora, the unkillable avenger Solid damage, while being neigh indestuctable. Overpowered, but not broken.

Swordburst Maximus At-Will Close Burst 3 that slide and prones. Protects allies with off actions. Strong, possibly over powered with the right party.

I must cut in and argue the last 2 posts. This recently came up in my game, and the PC has argued that he should be standing, not prone as I put him.

I am aware of the rule for falling, but the RAI as I see it, is meant for use w/ acrobatics.

The two rings have differeing wording, and thus the intent of one as compared to the other is clear.

The Lesser Ring of Feather Fall says "You take no damage from a fall".

The Ring of Feather says "You take no damage from a fall and always land on your feet." & also has a daily power extending this power to other PCs.

The regular ring was published in 2009, while the lesser ring was published in 2011. Did they purposefully leave that specific wording out of the lesser ring description. I tend to believe they did.

My ruling would be is that the PC lands prone. Now, if that same PC had acrobatics, I'd make a table ruling and allow a roll to land standing.
You'd be wrong - taking the damage causes the proning, not falling.

If you really want an edge case that makes the wording do different things, if would be an already-prone person falling.  The Lesser Ring would mean that person would land Prone, but the greater would mean that they land standing.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
You don't know if I'm wrong. The rules don't really say you aren't prone while falling, but acrobatics lets you remain standing if you can remove all damage. Controlling your fall basically. In a realistic sense, most falls are uncontrolled, except only by the best of experts. Those trained in acrobatics would be a fine example. I'd say you are prone as soon as you start falling.

The rings are clearly written in that one let's you remain standing, while the other doesn't have that same wording, so the assumption would be that you land prone; falling like a feather in the end to land softly on the ground.

I made a DM ruling that the lesser ring places you prone, while the regular ring puts you on your feet.
RC209: the creature falls prone when it lands, unless it somehow takes no damage from the fall.

You are, in fact, incorrect.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
Therein lies the problem with most of the new generation gamers, especially those playing D&D for the 1st time (4e).

To be honest, I've never seen such rules lawyering over the last 2 editions, most especially 4e (these forums as a prime example), and that has hurt the game more than anything.

For another person to call another wrong, is just plain insulting. I've been a DM for almost 30 years, and when I make a ruling, it doesn't always follow the rules as written in the book(s). Having a good group of players at the table, is paramount in helping to make this work. if you go back to the original books, the rules are NOT commandments set in stone. The problem of 4e is that they've tried to cover anything and everything. A good DM, an old school DM, uses the rules as a guideline.

In fact, I think the 4e DMs guide actually has this printed in the early pages, but it is mostly ignored by the 4e DMs & players.

So, in retrospect, when playing D&D and making a ruling, do what you feel is best. It is most certainly NOT WRONG.
Therein lies the problem with most of the new generation gamers, especially those playing D&D for the 1st time (4e).

To be honest, I've never seen such rules lawyering over the last 2 editions, most especially 4e (these forums as a prime example), and that has hurt the game more than anything.

For another person to call another wrong, is just plain insulting. I've been a DM for almost 30 years, and when I make a ruling, it doesn't always follow the rules as written in the book(s). Having a good group of players at the table, is paramount in helping to make this work. if you go back to the original books, the rules are NOT commandments set in stone. The problem of 4e is that they've tried to cover anything and everything. A good DM, an old school DM, uses the rules as a guideline.

In fact, I think the 4e DMs guide actually has this printed in the early pages, but it is mostly ignored by the 4e DMs & players.

So, in retrospect, when playing D&D and making a ruling, do what you feel is best. It is most certainly NOT WRONG.



Yeah, no.  Significant disagreement.  DMs can, in fact, be wrong.  Nobody is right all the time, it's part of being human.  And I've been DMing as long as you have, so don't throw that 'new generation' crap around.

Another day, another three or four entries to my Ignore List.
You're more than welcome to ignore rules as you see fit.  It could well make the game more fun, particularly if the rules get in the way of your rile playing...

But you're in the *Rules Q&A forum*.  Here, when people ask what the rules are, we tell them what the rules are.  You were incorrect about the rules as written.  I told you that, because not everyone DMs the way you do.  it's fine, niggly detail, and it's sometimes poorly-written and obscure, but many people play by RAW.

IOW, when someone provides the right answer to someone else's question, in the forum for providing answers to peoples' questions about the rules, please actually check the answer and provide it, not start edition warring.  If you're not going to actually answer rules questions, please don't answer at all.
Harrying your Prey, the Easy Way: A Hunter's Handbook - the first of what will hopefully be many CharOp efforts on my part. The Blinker - teleport everywhere. An Eladrin Knight/Eldritch Knight. CB != rules source.
i brought this up due to the fact that of all items that prevent falling damage ,that i have seen, only the ring of lesser doesn't have the clause you always land on your feet.
i brought this up due to the fact that of all items that prevent falling damage ,that i have seen, only the ring of lesser doesn't have the clause you always land on your feet.



Probably because by the time it was published, they realized it was redundant.
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