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.}}
== ==
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==Variant: Falling==
Let's dive right in. There are several factors to consider related to falling, each of which alter the impact.<br>
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===== Calculate a Fall DC =====
<strong>Elevation</strong> grants matter space to accelerate; increasing the impact speed.<br>
+
* Fall DC = (Fall Height × Weight)<sup>1/3</sup><br>
<strong>Mass</strong>  grants the growing speed a force, leading to an exchange of energy that can disintegrate material.<br>
+
<sub>To use kilograms & meters, multiply by 2<br><br>
<strong>Location</strong> defines the strength and slope of terrain, influencing the rate of the energy exchange at impact.<br>
 
<strong>Body Position</strong>  influences the fall speed, location, angle of impact, final deceleration, and position of the vital organs.<br>
 
<br>
 
=== Your Fall ===
 
  
The fall height and your body weight form the basis of a damage factor (DF), which may be incrementally reduced by other factors.
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==== Accidental Falls ====
 +
Subtract a Strength or Dexterity saving throw from the fall DC
  
==== A Fine Selection of Fall DFs ====
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==== Intentional Jumps ====
{|
+
Make a DC 15 Intelligence or Wisdom check to lower the terrain one level<br>
|-
 
! rowspan="2" | <sub>H</sub>/<sup>W</sup>
 
! rowspan="2" | 11
 
! rowspan="2" | 23
 
! rowspan="2" | 42
 
! rowspan="2" | 72
 
! rowspan="2" | 116
 
! rowspan="2" | 177
 
! rowspan="2" | 260
 
! rowspan="2" | 368
 
! rowspan="2" | 507
 
|-
 
! 682
 
|-
 
|<strong>2</strong>|| class="left" | 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11
 
|-
 
|<strong>16</strong>|| class="left" | 5 || 7 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22
 
|-
 
|<strong>64</strong>|| class="left" | 8 || 11 || 13 || 16 || 19 || 22 || 25 || 28 || 31 || 35
 
|-
 
|<strong>144</strong>|| class="left" | 11 || 14 || 18 || 21 || 25 || 29 || 33 || 37 || 41 || 46
 
|-
 
|<strong>256</strong>|| class="left" | 16 || 18 || 22 || 26 || 30 || 35 || 40 || 45 || 50 || 55
 
|-
 
|<strong>400</strong>|| class="left" | 16 || 20 || 25 || 30 || 35 || 41 || 47 || 52 || 58 ||64
 
|-
 
|<strong>576</strong>|| class="left" | 16 || 23 || 28 || 34 || 40 || 46 || 53 || 59 || 66 || 73
 
|-
 
|<strong>900</strong>|| class="left" | 16 || 23 || 31 || 40 || 47 || 54 || 61 || 69 || 76 || 84
 
|-
 
|<strong>1296</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 61 || 69 || 78 || 86 || 95
 
|-
 
|<strong>1764</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 65 || 77 || 86 || 96 ||106
 
|-
 
|<strong>2304</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 65 || 79 || 94 || 105 || 116
 
|-
 
|<strong>3136</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 65 || 79 || 94 || 111 || 128
 
|-
 
|}
 
  
==== Formula to Calculate your Fall DF ====
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===== Roll a Terrain Die =====
Cube roots are just like square roots; except for cubes, which are like squares, but in a higher dimension; actually, our own dimension.
+
d1 for deep water<br>
 +
d3 for deep snow or sand<br>
 +
d6 for adobe or wood<br>
 +
d12 for rock or metal<br>
  
* <strong>Fall DF = (Fall Height × Weight)<sup>1/3</sup></strong>
+
===== Damage =====
OR
+
Multiply the remaining fall DC by the outcome of the Terrain die roll
* <strong>Fall DF = Fall Height<sup>1/3</sup> × Weight<sup>1/3</sup></strong><br>
 
<br>
 
=== Step 1: 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<br>
 
<br>
 
 
 
=== Step 2: Rolling a Fall Save/Check ===
 
 
 
;Strength/Athletics or Acrobatics
 
Reduce the Fall DF by an amount equal to your roll.
 
 
 
;Intelligence/Investigation or Survival
 
Reduce the Terrain die once every 10 points of your roll.
 
 
 
Rule 1: 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.<br>
 
<br>
 
=== Step 3: Generating Fall Damage ===
 
 
 
Roll the Terrain Die and multiply by the remaining Fall DF.
 
 
 
Rolling a single time reflects one location among the terrain, reducing predictability of fall damage from great heights.
 
 
 
Rule 2: Preparation may be awarded with advantage.
 
 
 
Rule 3: Interference during the fall triggers disadvantage.<br>
 
<br>
 
=== Useful Additions ===
 
==== Quick Jumps - Parkour ====
 
A player may spend up to 30 feet of cumulative movement per turn falling, rolling for each fall separately.
 
 
 
{|
 
|-
 
! Movement Cost
 
! 5
 
! 10
 
! 15
 
! 20
 
! 25
 
! 30
 
|-
 
! Maximum Distance
 
! 16
 
! 64
 
! 144
 
! 256
 
! 400
 
! 576
 
|-
 
|}<br>
 
==== Turn Order ====
 
Elevation updates are placed in the order of turns by taking yhe initiative of the failling creature minus 6, or however many seconds remain of the fall.
 
* <strong>Fall Duration = Fall Height<sup>1/2</sup>/ 4</strong><br>
 
<br>
 
==== Terminal Velocity ====
 
Your Fall DF will not increase beyond this fall height.
 
* <strong>Maximal Fall Height = Weight<sup>1/2</sup> × 120</strong>
 
 
----
 
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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 +