@ChrisPerkinsDnD @mikemearls what kind of damage would repelling blast into an immovable rod locked at chest height 5 ft away do? #DnD
— Jeremiah Lavelle (@JeremiahLavelle) July 7, 2017
I treat it like falling – 1d6 per 10 feet moved into immovable or hard object, up it to d10 for sharp objects like spikes. https://t.co/GvU7vlHECX
— Mike Mearls (@mikemearls) July 7, 2017
And drop to 1D4 for soft objects? Sounds good to me
— Mike Mearls (@mikemearls) July 7, 2017
Why would damage scale based on distance? It's not like they're accelerating. Presumably it would be identical to initial damage
— Justin Melillo (@Cybren) July 7, 2017
I'm thinking of it cinematically – longer distance = bigger hit. https://t.co/9SuVIVTnQA
— Mike Mearls (@mikemearls) July 7, 2017
Solution: Make the damage based on the total distance they would have moved if not stopped early
— Adam Blackstone (@MeadBadger) July 7, 2017
That works really well, too, both from a game and realism stand point (rewards you if a forced move is stopped short). https://t.co/OOubcoke2S
— Mike Mearls (@mikemearls) July 7, 2017