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==
Here is how fall damage could be improved
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===== Calculate a Fall DC =====
*The first 500 feet of a fall takes one full round
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* Fall DC = (Fall Height × Weight)<sup>1/3</sup><br>
*Every 1000 feet after this also takes one full round
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<sub>To use kilograms & meters, multiply by 2<br><br>
*Beyond 200 feet, a creature takes 1d20 bludgeoning damage for every 100 feet it fell, to a maximum of 13d20
 
*When diving into water, each point of an Acrobatics check reduces the damage 1d6 
 
  
Unfortunately, such linear approximations work only for a narrow range of objects and surfaces; you may wish to incorporate the effect of weight, materials, and saves!
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==== Accidental Falls ====
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Subtract a Strength or Dexterity saving throw from the fall DC
  
If so, continue to Hero's Epic Fall Damage.
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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>
Hero‘s Epic Fall Damage accurately renders the force at impact and terrain resistance. Gravity based traps, and who knows what else, can be created ad hoc by incorporating Fall DC with a simple cube root formula, producing a wide range of real world fall outcomes.
 
 
 
=== Finding a 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 add a healthy dose of excitement to fall damage and 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 roll.
 
 
 
*Survival/Investigation
 
Reduce the Terrain die once every 10 points of your 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. Your chosen 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 +