Falling 5' and prone

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I don't have my books with me, so if I'm misremembering rules, please bear with me.


My understanding of "normal" falling (non-flying-related) is that the victim takes 1d10 of damage for every 10' fallen and they wind up prone at the end of the fall.

I believe the damage would be rounded down when falling and odd number. So if one fell 5' (one square), they shouldn't take damage.

However, would the subject of a 5' drop be prone?

Prone is a result of the damage. If you take no fall damage (for whatever reason, trained acrobatics check, magic item, etc) you don't fall prone. If you fall less than 10' you automatically take no damage, so you can't fall prone.
Thank you.

Extra question: does damage avoided due to damage resistance count? A person falls 10' and only takes 2 points of damage, but they have DR 2, so they wind up on their feet? Seems odd.


Many RAW things are odd. But yeah, damage reduced via DR means you didn't take the damage.
Many RAW things are odd. But yeah, damage reduced via DR means you didn't take the damage.

Not sure i would call that odd.

I mean, if you reduce the impact of a mace hitting you, why wouldn't you reduce the impact of the ground hitting you?

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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.

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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.

Many RAW things are odd. But yeah, damage reduced via DR means you didn't take the damage.

Not sure i would call that odd.

I mean, if you reduce the impact of a mace hitting you, why wouldn't you reduce the impact of the ground hitting you?

Depends on how you think about it. I don't actually find it odd, but the OP does. And there are RAW things I do find odd, like being able to sleep an army in a single square.
"all means all"

surprised how often this needs to be said
D&D Next = D&D: Quantum Edition
I didn't think that DR removing falling damage was odd. If I'm wearing a heavily padded magical armor suit and fall a short distance, then sure, it makes sense that I'm not hurt by it.

What I considered odd is that the ability of the suit to prevent me from getting hurt also enables me to land on my feet. Mr. Heavily Plated Warrior is walking along oblivious, the terrible visibility of his armor causes him to not see the pit in front of him so he tumbles into the pit. After tumbling through the air, he lands on his feet because he didn't take damage.

Certainly not the weirdest RAW rule, of course. Just wanted to understand.
Thanks again
Well, as far as the feet thing, think of it this way.

You always land on your feet. 

Whether you stay on your feet depends on whether you hurt yourself in the process.  Rather than "not-damage means you're not prone," it's "damage means you're prone."
D&D Next = D&D: Quantum Edition
Mr. Heavily Plated Warrior is walking along oblivious, the terrible visibility of his armor causes him to not see the pit in front of him so he tumbles into the pit. After tumbling through the air, he lands on his feet because he didn't take damage.

It doesn't.  You take a -2 to acrobatic checks in plate.

also, what mand said. 

guides
List of no-action attacks.
Dynamic vs Static Bonuses
Phalanx tactics and builds
Crivens! A Pictsies Guide Good
Power
s to intentionally miss with
Mr. Cellophane: How to be unnoticed
Way's to fire around corners
Crits: what their really worth
Retroactive bonus vs Static bonus.
Runepriest handbook & discussion thread
Holy Symbols to hang around your neck
Ways to Gain or Downgrade Actions
List of bonuses to saving throws
The Ghost with the Most (revenant handbook)
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 would disagree with the damage reduction thing.  The character still took falling damage.  It was just negated after the fact.  So he would still be prone.
Except that's not what the falling rules say.  If you don't take damage, you're not prone.  "Taking 0 damage" does not exist, damage is strictly positive.
D&D Next = D&D: Quantum Edition
I would disagree with the damage reduction thing.  The character still took falling damage.  It was just negated after the fact.  So he would still be prone.

Compare PHB p.181: "Make an Acrobatics check, and reduce the amount of falling damage you take..."
to PHB p.276: "If you have resist 5 fire, then any time you take fire damage, you reduce that damage by 5."

Since Resistances & Acrobatics effectively use the same wording, we wouldn't allow one to work but not the other (and we definitely allow Acrobatics to work). Easiest to think of how the Hulk lands; not agile, just heedless of the impact. Same with Underworld Vampires, Ironman, honeybadger, etc.
Another way to think of it is that the "prone" from falling isn't necessarily standing on your feet vs flat on your back.   Just like snakes and oozes can be made prone by being off balance somehow, the state of being prone after a fall is really about whether or not you need to expend an extra move action to right yourself before moving elsewhere.

  So if a character wearing armor giving DR falls and the DR prevents the damage, they could still end up not really on their feet, but they don't need an extra action to be treated as if they are, and the armor prevented them from having the wind knocked out of them, etc.