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| |date_created=April 18, 2022 | | |date_created=April 18, 2022 |
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− | {{#set:Summary=Fall Damage accurate method and everything else to do with falling.}} | + | {{#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 == | + | ==Variant: Falling== |
− | Here is how fall damage could be improved
| + | ===== Calculate a Fall DC ===== |
− | *The first 500 feet of a fall takes one full round
| + | * Fall DC = (Fall Height × Weight)<sup>1/3</sup><br> |
− | *Every 1000 feet after this also takes one full round | + | <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
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− | *When diving into water, each point of an Acrobatics check reduces the damage 1d6
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− | 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!
| + | ==== Accidental Falls ==== |
| + | Subtract a Strength or Dexterity saving throw from the fall DC |
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− | If so, continue to Hero's Epic Fall Damage.
| + | ==== Intentional Jumps ==== |
| + | Make a DC 15 Intelligence or Wisdom check to lower the terrain one level<br> |
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− | 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 a Fall DC using a simple cube root formula, producing a wide range of real world fall outcomes.
| + | ===== Roll a Terrain Die ===== |
− | | + | d1 for deep water<br> |
− | === Finding a Fall Difficulty Class (DC) ===
| + | d3 for deep snow or sand<br> |
− | | + | d6 for adobe or wood<br> |
− | There are several factors to consider related to falling, each of which alter the effect of impact.
| + | d12 for rock or metal<br> |
− | *Elevation gives space for acceleration; thereby, increasing the speed at impact.
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− | *Mass gives equal acceleration to all falling objects; however, being heavier generates greater impact shock and higher terminal velocity.
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− | *Body position affects the speed, location, and angle of an impact; it can also lengthen the deceleration window and shield your vital organs.
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− | *Location means slope and surface strength that reduce or increase the forces felt at impact.
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− | *Health is the final ingredient, which among other things may increase the risk of injury.
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− | *Combined, these equally important factors add a healthy dose of excitement to fall damage and replace the linear fall damage formula with:
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− | ;Fall DC = Fall Height^1/3 × Weight^1/3
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− | === Choosing a Terrain Die ===
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− | Selected for a range of likely hazards specific to each area.
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− | Terrain Materials:
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− | (d1)Waterfall: wax, snow, rubber, perlite
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− | (d2)Moorland: sand, gravel, gypsum, balsa
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− | (d3)Tundra: clay, dolomite, ice, cedar
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− | (d4)Forest: travertine, cypress, hickory, elm
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− | (d6)Urbana: sandstone, ironwood, soil-cement
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− | (d8)Cavern: rhyolite, shale, limestone
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− | (d12)Labyrinth: granite, slate, marble, basalt
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− | (d20)Treasury: sapphire, gold, porcelain, coral
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− | === Rolling a Fall Save/Check ===
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− | Preparation is rewarded with advantage.
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− | Encountering interference during a fall triggers a new roll, with disadvantage.
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− | *Strength/Athletics or Acrobatics
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− | Reduce the Fall DC by an amount equal to your roll.
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− | *Intelligence/Investigation or Survival
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− | Reduce the Terrain die once every 10 points of your roll.
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− | 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.
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− | === Generating Fall Damage ===
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− | Roll the Terrain Die a number of times equal to the remaining Fall DC.
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− | === Effect of Gravity, Relative Density, Atmospheric Pressure on Weight and Terminal Velocity ===
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− | Gravity (G), relative density (RD), and atmospheric pressure (ATM) are all relative to standard conditions on earth, where they each equal 1.
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− | For example, a planet with 2 ATM has twice the atmospheric pressure as on Earth; a planet with 3 G has 3 times the gravity of the Earth, which increases a creature's weight by a factor of 3, and theoretically increases ATM, while a creature with a 1/3 RD would weigh 1/3 times the normal weight of a similar creature, based on its size:
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− | weight = weight based on size × RD × G
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− | Lower relative density and higher atmospheric pressure each decrease terminal velocity, which is based on mass, drag coefficient, projected area, gravity, atmospheric pressure, and relative density:
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− | ;Maximal Fall Height = sqrt(weight × RD ÷ ATM) × 120
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− | Fall DC will not increase beyond this Fall Height, due to terminal velocity.
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| + | ===== Damage ===== |
| + | 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}} |