Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"

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(Finding a Fall Difficulty Class (Fall DC))
(Finding a Fall Difficulty Class (Fall DC))
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;Fall DC = (Fall Height × Weight)^1/3
 
;Fall DC = (Fall Height × Weight)^1/3
 
If you are afraid of calculating anything during a game, you could record the cube root along with the weight on character/monster sheets.
 
 
For example: 50(4), 200(6), or 800(9)
 
 
Then multiply this by the height^1/3:
 
 
5 feet (×1)<br>
 
15 feet (×2)<br>
 
30 feet (×3)<br>
 
60 feet (×4)<br>
 
120 feet (×5)<br>
 
220 feet (×6)<br>
 
350 feet (×7)<br>
 
500 feet (×8)<br>
 
750 feet (×9)<br>
 
1000 feet (×10)<br>
 
1350 feet (×11)<br>
 
1700 feet (×12)<br>
 
2200 feet (×13)<br>
 
2750 feet (×14)<br>
 
and so on
 
 
For example an 800 pound horse, 200 pound human, and a 50 pound kobold fall 80 feet, 200 feet, and 850 feet; they each have a Fall DC of 36
 
  
 
=== Rolling a Fall Save/Check ===
 
=== Rolling a Fall Save/Check ===

Revision as of 14:49, 16 May 2022

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Author: Select Hero
Date Created: April 18, 2022
Status: Complete
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Hero's Epic Fall Damage

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 affects the speed, location, and angle of an impact; it can also lengthen the deceleration window and shield your vital organs.
  • Location means slope and surface strength that reduce or increase the forces felt at impact.

Finding a Fall Difficulty Class (Fall DC)

Addressing these equally important factors begins with a simple formula.

Fall DC = (Fall Height × Weight)^1/3

Rolling a Fall Save/Check

  • Strength/Athletics or Acrobatics

Reduce the Fall DC by an amount equal to your roll.

  • Intelligence/Investigation or Survival

Reduce the Terrain die once every 10 points of your roll.

Rule 1 Preparation is rewarded with advantage.

Rule 2 Encountering interference during a fall triggers a new roll, with disadvantage.

Rule 3 One skill may replace another during a multi-round fall but they do not stack. Your chosen skill represents your focus, but not the totality of your effort.

Choosing a Terrain Die

Selected for a range of likely hazards specific to each area, rolled instead of a d6.

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

Generating Fall Damage

Roll the Terrain Die a number of times equal to the remaining Fall DC.

Terminal Velocity

Maximal Fall Height = sqrt(weight) × 120

Fall DC will not increase beyond this Fall Height, due to terminal velocity. This number should be kept alongside the weight of your character/monster.

For example 800(3400), 200(1700), 50(850)


Back to Main Page5eVariant Rules

Identifier5e Variant Rule +
Rated ByGhostwheel + and Skyrock +
RatingRating Pending +
SummaryFall Damage accurate method and everything else to do with falling. +
TitleHero's Epic Fall Damage +