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Switch to Forum Live View Aerial Combat & Prone the game-killer
7 months ago  ::  Nov 08, 2012 - 10:17PM #11
Arcane_Guyver
Date Joined: Nov 13, 2004
Posts: 1,954
From what I've gathered, using the Rules Compendium:

1. You fall at a rate of 500 feet per round, taking 1d10 damage per 10 feet fallen (max 50d10).
2. If you fall an amount equal to or less than your Fly Speed, you land and take no damage.
3. After 100 feet (20 squares) of falling, if you have a Fly Speed you get one chance to make a DC 30 Athletics check (with a bonus equal to Fly Speed) to stop falling as an Immediate Reaction.
4. As a last resort, you can make a trained-only Acrobatics check to break your fall (reducing damage by half the check result; no damage means you don't land Prone).

Going through the Monster Vault, I had a hard time finding monsters that are likely to be encountered at 100+ ft. altitude but unlikely to make that Athletics check. Specifically from the original post:
* Wyverns have a +20 on the Athletics check.
* Griffons have +18. (Hippogriffs aren't so lucky - no high-flying for you!)
* All adult chromatic dragons have at least a +20 on the check, with the exception of black dragons (+17).
4e D&D is not a "Tabletop MMO." It is not Massively Multiplayer, and is usually not played Online. Come up with better descriptions of your complaints, cuz this one means jack ****.
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7 months ago  ::  Nov 09, 2012 - 6:48AM #12
SwampDog
Date Joined: Jan 2, 2011
Posts: 405

Nov 8, 2012 -- 3:02PM, aaronil wrote:


So yes, by RAW, prone is a game killer in high altitude fights. Got it? 




My point was only that having prone = kill is ridiculous and overpowered IMO.   Therefore, that won't happen at my table.

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7 months ago  ::  Nov 09, 2012 - 7:52AM #13
frothsof
Date Joined: Jun 4, 2010
Posts: 10,489
my take: when knocked prone while flying, you fall, but that doesnt always mean you hit the ground. if you are thousands of feet up, and each round is just a few seconds, you will still be falling when your next turn comes around. so, when you or your mount start your turn "prone" and are still falling, you can "stand" (ie resume flying) as a move. then, having fallen some considerable distance, you would have to charge or double move to fly back up or anywhere else. so depending on how far you want the prone creature to be required to fall (20 to 30 squares maybe for purposes of playability?), this can still be a significant punishment, taking them out of combat for a round, or making them burn all of their actions just to get "back up".

that is the sensible way to rule it imo; note i said sensible, but not scientific. i mean, if the flying creature is just like 10 sqrs up or what not, yes it should hit the ground (perhaps landing on its feet). but i have played some cool adventures where we were waaaay the hell up and all had griffons; if we played it where you fell all of the way down thousands of feet it would have been unplayable, and pretty stupid.

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7 months ago  ::  Nov 09, 2012 - 8:08AM #14
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Nov 8, 2012 -- 10:17PM, Arcane_Guyver wrote:

From what I've gathered, using the Rules Compendium:

1. You fall at a rate of 500 feet per round, taking 1d10 damage per 10 feet fallen (max 50d10).
2. If you fall an amount equal to or less than your Fly Speed, you land and take no damage.
3. After 100 feet (20 squares) of falling, if you have a Fly Speed you get one chance to make a DC 30 Athletics check (with a bonus equal to Fly Speed) to stop falling as an Immediate Reaction.
4. As a last resort, you can make a trained-only Acrobatics check to break your fall (reducing damage by half the check result; no damage means you don't land Prone).

Going through the Monster Vault, I had a hard time finding monsters that are likely to be encountered at 100+ ft. altitude but unlikely to make that Athletics check. Specifically from the original post:
* Wyverns have a +20 on the Athletics check.
* Griffons have +18. (Hippogriffs aren't so lucky - no high-flying for you!)
* All adult chromatic dragons have at least a +20 on the check, with the exception of black dragons (+17).


It is harsh if you do fail that 20 squares check though, and breaking your fall from a 50d10 damage (average about 250 damage) isn't really doing much for you. The fact that it is very hard to get back into the fight is rough too, maybe the worst part.

Honestly the 4e aerial combat rules aren't designed for dealing with dogfighting. They work pretty well when dealing with a PC or monster flying above a melee or monsters attacking from the sky, people flying off ledges or fighting from airships (or boarding them from flying mounts), but that's about it. The lack of any rules for maneuvering and the simplistic falling rule etc make things rather sketchy and unrealistic/not very cinematic.

I think it is a reasonably tradeoff though. You'd need something like "Fight in the Skies" or somesuch to have realistic flavorfull dogfighting and that would require many pages of complex rules to cover a situation that might come up once or twice in a campaign. If you wanted to have a campaign where this was a major theme, then I'd actually just go find an old copy of FitS and adapt it (we did this once in an AD&D campaign way back when, it was fun). Short of that arrange your aerial hijinks around terrain and whatnot, or use SCs for avoiding enemies etc. Fighting in free air is like any blank-map fight in 4e anyway, if it isn't really short and sweet it is going to get dull fast.

That is not dead which may eternal lie
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7 months ago  ::  Nov 09, 2012 - 8:57AM #15
WolfLordBran
Date Joined: Jul 26, 2009
Posts: 1,316

Nov 9, 2012 -- 6:48AM, SwampDog wrote:

Nov 8, 2012 -- 3:02PM, aaronil wrote:


So yes, by RAW, prone is a game killer in high altitude fights. Got it? 




My point was only that having prone = kill is ridiculous and overpowered IMO.   Therefore, that won't happen at my table.




If you are struck from over five hundred feet and fall that distance in less than six seconds before you are able to unfurl your wings/cast a spell, it's not that hard to assume you might get splattered all over the countryside. Average damage from that 500ft fall is only 275. I mean, that's only enough to turn anything but a very much HP optimized character into a pancake and then some.

Spiteful Wizard and Voice of Reason of the House of Trolls

The Silent God of the House of Trolls
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7 months ago  ::  Nov 09, 2012 - 9:09AM #16
AbdulAlhazred
Date Joined: Jan 9, 2009
Posts: 10,250

Nov 9, 2012 -- 8:57AM, WolfLordBran wrote:

Nov 9, 2012 -- 6:48AM, SwampDog wrote:

Nov 8, 2012 -- 3:02PM, aaronil wrote:


So yes, by RAW, prone is a game killer in high altitude fights. Got it? 




My point was only that having prone = kill is ridiculous and overpowered IMO.   Therefore, that won't happen at my table.




If you are struck from over five hundred feet and fall that distance in less than six seconds before you are able to unfurl your wings/cast a spell, it's not that hard to assume you might get splattered all over the countryside. Average damage from that 500ft fall is only 275. I mean, that's only enough to turn anything but a very much HP optimized character into a pancake and then some.


Oh, epic level PCs can certainly survive a 500 ft fall, though they won't LIKE it and if they're already beat up it could easily prove fatal. OTOH if you're 26th level and you don't have some way to arrest your fall or deal with the damage then you're kinda asking for it. Honestly any PC that is seriously anticipating aerial battles and is 16th + level should be quite capable of equipping themselves with a way to avoid death. For instance the Elixer of Levitation is 8th level and you could simply consume one before a fight at dangerous altitude. There are various other items that show up starting in low paragon which can arrest a fall if used properly. Feather Fall is always another option if you happen to be a Wizard.

That is not dead which may eternal lie
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7 months ago  ::  Nov 09, 2012 - 10:43AM #17
SwampDog
Date Joined: Jan 2, 2011
Posts: 405

Nov 9, 2012 -- 8:57AM, WolfLordBran wrote:

Nov 9, 2012 -- 6:48AM, SwampDog wrote:

Nov 8, 2012 -- 3:02PM, aaronil wrote:


So yes, by RAW, prone is a game killer in high altitude fights. Got it? 




My point was only that having prone = kill is ridiculous and overpowered IMO.   Therefore, that won't happen at my table.



If you are struck from over five hundred feet and fall that distance in less than six seconds before you are able to unfurl your wings/cast a spell, it's not that hard to assume you might get splattered all over the countryside. Average damage from that 500ft fall is only 275. I mean, that's only enough to turn anything but a very much HP optimized character into a pancake and then some.




My point is that simply the act of knocking something prone will NEVER do ANY damage in my games.   I don't care if they are 5 feet up or 5000.   Almost every prone power does some damage as well as knocking the target prone.    And prone powers are common.   To equate prone = a **** ton of damage is just plain broken IMO.    The flying creature being knocked prone is taken out of the sky (or reduced 500 feet in altitude), that is plenty of bonus already for applying such a simple and common affliction.

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7 months ago  ::  Nov 09, 2012 - 11:18AM #18
WolfLordBran
Date Joined: Jul 26, 2009
Posts: 1,316
At which point you have to deal with the fact that a vanilla human can be hit by something that pushes them off a mountain several thousand feet in the air (Beguiling Strands) and fall all the way to the bottom. Only to pick himself up and walk back home because he fell several thousand feet.

Have fun.
Spiteful Wizard and Voice of Reason of the House of Trolls

The Silent God of the House of Trolls
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7 months ago  ::  Nov 09, 2012 - 11:50AM #19
aaronil
Date Joined: Sep 7, 2009
Posts: 119

Nov 8, 2012 -- 7:13PM, vitamin_q wrote:

Remember if they have a hover speed, they don't fall, even when "prone". You could use that to make an interesting encounter, where the monsters have hover, and prone the party,  forcing them downward.



Where are you getting that from?

According to DMG pg.48:

"SPECIAL FLYING RULES (Hover): A monster that can hover can shift and make opportunity attacks while flying. It remains flying even if it does not move the minimum distance normally needed to remain aloft. It stays in the air even if it takes no move action to fly."

Nowhere does it say that hovering creatures are immune to the "dropped from the sky" effect of prone.


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7 months ago  ::  Nov 09, 2012 - 12:21PM #20
WolfLordBran
Date Joined: Jul 26, 2009
Posts: 1,316
They errata'd Hover a long time ago. Check the Rules Compendium or the Errata files.
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