Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
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− | + | == Finding Fall Difficulty Class (DC) == | |
There are several factors to consider related to falling, each of which alter the effect of impact. | There are several factors to consider related to falling, each of which alter the effect of impact. | ||
*Elevation gives space for acceleration; thereby, increasing the speed at impact. | *Elevation gives space for acceleration; thereby, increasing the speed at impact. | ||
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*Health is the final ingredient, which among other things may increase the risk of injury. | *Health is the final ingredient, which among other things may increase the risk of injury. | ||
*Combined, these equally important factors, and add a healthy dose of excitement into fall damage, replace the linear fall damage formula with: | *Combined, these equally important factors, and add a healthy dose of excitement into fall damage, replace the linear fall damage formula with: | ||
− | + | ===== Fall DC = Fall Height^1/3 × Weight^1/3 ===== | |
− | + | == Choosing a Terrain Die == | |
Selected for a range of likely hazards specific to each area. | Selected for a range of likely hazards specific to each area. | ||
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(d20)Treasury: sapphire, gold, porcelain, coral | (d20)Treasury: sapphire, gold, porcelain, coral | ||
− | + | == Rolling a Fall Save == | |
Preparation is rewarded with advantage. | Preparation is rewarded with advantage. | ||
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One skill may replace another during a multi-round fall but they do not stack. Each skill represents your focus, but not the totality of your effort. | One skill may replace another during a multi-round fall but they do not stack. Each skill represents your focus, but not the totality of your effort. | ||
− | + | == Generating Fall Damage == | |
+ | Roll the Terrain Die a number of times equal to the remaining | ||
+ | Fall DC. | ||
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Revision as of 11:28, 18 April 2022
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Contents
Finding Fall Difficulty Class (DC)
There are several factors to consider related to falling, each of which alter the effect of impact.
- Elevation gives space for acceleration; thereby, increasing the speed at impact.
- Mass gives equal acceleration to all falling objects; however, being heavier generates greater impact shock and higher terminal velocity.
- Body position also affects the speed, location, and angle of an impact; it can also lengthen the deceleration window and shield your vital organs.
- Location means a slope and surface strength that reduce or increase the forces felt at impact.
- Health is the final ingredient, which among other things may increase the risk of injury.
- Combined, these equally important factors, and add a healthy dose of excitement into fall damage, replace the linear fall damage formula with:
Fall DC = Fall Height^1/3 × Weight^1/3
Choosing a Terrain Die
Selected for a range of likely hazards specific to each area.
Terrain Materials:
(d1)Waterfall: wax, snow, rubber, perlite
(d2)Moorland: sand, gravel, gypsum, balsa
(d3)Tundra: clay, dolomite, ice, cedar
(d4)Forest: travertine, cypress, hickory, elm
(d6)Urbana: sandstone, ironwood, soil-cement
(d8)Cavern: rhyolite, shale, limestone
(d12)Labyrinth: granite, slate, marble, basalt
(d20)Treasury: sapphire, gold, porcelain, coral
Rolling a Fall Save
Preparation is rewarded with advantage.
Encountering interference during a fall triggers a new roll, with disadvantage.
- Acrobatics/Athletics
Reduce the Fall DC by an amount equal to your saving roll.
- Survival/Investigation
Reduce the Terrain die once for every 10 points of a roll.
Time is needed after investigating to adjust the impact site, while an Athletics check can not be made prior to impact.
One skill may replace another during a multi-round fall but they do not stack. Each skill represents your focus, but not the totality of your effort.
Generating Fall Damage
Roll the Terrain Die a number of times equal to the remaining Fall DC.
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