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

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{{#set:Summary=Fall Damage accurate method and everything else to do with falling.}}
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{{#set:Summary=Fall Damage, a single method, unique choices, fair at all levels, based on weight, height, skill, and terrain, quickly done with a calculator or table.}}
== Hero's Epic Fall Damage ==
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==Variant: Falling==
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===== Calculate a Fall DC =====
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* Fall DC = (Fall Height × Weight)<sup>1/3</sup><br>
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<sub>To use kilograms & meters, multiply by 2<br><br>
  
Earlier attempts to fix fall damage failed to render anything remotely close to real world falling. No worries. Hero‘s Epic Fall Damage renders accurate fall time, maximum velocity, force at impact, and terrain resistance. Fall saves are logical and realistic. Gravity based traps and who knows what else can be created ad hoc. Any fall scenario you can come up with is supported. By a simple cube root formula you will able to reproduce the full range of real world fall outcomes.
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==== Accidental Falls ====
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Subtract a Strength or Dexterity saving throw from the fall DC
  
It actually simplifies your search and ensures accurate results. You can’t even find solutions like these in a physics forum or using air resistance calculators. They don’t have these answers. This has more versatility than you can shake a stick at. There simply no better way to go, without massively sacrificing consistent real outcomes for no good reason. Never go back to making all falls from any height, onto any terrain, and for any size object or creature all cause 70 damage. Learn it, love it. You will forget all about anything that came before.
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==== Intentional Jumps ====
 
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Make a DC 15 Intelligence or Wisdom check to lower the terrain one level<br>
After this come whatever headings are appropriate. A couple have been provided for your convenience.
 
 
 
=== 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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===== Roll a Terrain Die =====
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d1 for deep water<br>
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d3 for deep snow or sand<br>
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d6 for adobe or wood<br>
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d12 for rock or metal<br>
  
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===== Damage =====
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Multiply the remaining fall DC by the outcome of the Terrain die roll
 
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{{5e Variant Rules Breadcrumb}}
 
{{5e Variant Rules Breadcrumb}}

Revision as of 18:55, 2 October 2022

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Author: Select Hero (talk)
Date Created: April 18, 2022
Status: Complete
Editing: Clarity edits only please
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Variant: Falling

Calculate a Fall DC
  • Fall DC = (Fall Height × Weight)1/3

To use kilograms & meters, multiply by 2

Accidental Falls

Subtract a Strength or Dexterity saving throw from the fall DC

Intentional Jumps

Make a DC 15 Intelligence or Wisdom check to lower the terrain one level

Roll a Terrain Die

d1 for deep water
d3 for deep snow or sand
d6 for adobe or wood
d12 for rock or metal

Damage

Multiply the remaining fall DC by the outcome of the Terrain die roll


Back to Main Page5x5eVariant Rules

AuthorSelect Hero +
Identifier5e Variant Rule +
Rated BySkyrock +, Ghostwheel + and The bluez in the dungeon +
RatingRating Pending +
SummaryFall Damage, a single method, unique choices, fair at all levels, based on weight, height, skill, and terrain, quickly done with a calculator or table. +
TitleHero's Epic Fall Damage +