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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.}} |
− | == == | + | ==Variant: Falling== |
− | Let's dive right in. There are several factors to consider related to falling, each of which alter the impact.<br>
| + | ===== 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.
| + | ==== Accidental Falls ==== |
| + | Subtract a Strength or Dexterity saving throw from the fall DC |
| | | |
− | ==== A Fine Selection of Fall DFs ==== | + | ==== 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
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− | ! rowspan="2" | 23
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− | ! rowspan="2" | 42
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− | ! rowspan="2" | 72
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− | ! rowspan="2" | 116
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− | ! rowspan="2" | 177
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− | ! rowspan="2" | 260
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− | ! rowspan="2" | 368
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− | ! rowspan="2" | 507
| |
− | |-
| |
− | ! 682
| |
− | |-
| |
− | |<strong>2</strong>|| class="left" | 2 || 3 || 4 || 5 || 6 || 7 || 8 || 9 || 10 || 11
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− | |-
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− | |<strong>16</strong>|| class="left" | 5 || 7 || 8 || 10 || 12 || 14 || 16 || 18 || 20 || 22
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− | |-
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− | |<strong>64</strong>|| class="left" | 8 || 11 || 13 || 16 || 19 || 22 || 25 || 28 || 31 || 35
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− | |-
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− | |<strong>144</strong>|| class="left" | 11 || 14 || 18 || 21 || 25 || 29 || 33 || 37 || 41 || 46
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− | |-
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− | |<strong>256</strong>|| class="left" | 16 || 18 || 22 || 26 || 30 || 35 || 40 || 45 || 50 || 55
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− | |-
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− | |<strong>400</strong>|| class="left" | 16 || 20 || 25 || 30 || 35 || 41 || 47 || 52 || 58 ||64
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− | |-
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− | |<strong>576</strong>|| class="left" | 16 || 23 || 28 || 34 || 40 || 46 || 53 || 59 || 66 || 73
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− | |-
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− | |<strong>900</strong>|| class="left" | 16 || 23 || 31 || 40 || 47 || 54 || 61 || 69 || 76 || 84
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− | |-
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− | |<strong>1296</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 61 || 69 || 78 || 86 || 95
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− | |-
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− | |<strong>1764</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 65 || 77 || 86 || 96 ||106
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− | |-
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− | |<strong>2304</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 65 || 79 || 94 || 105 || 116
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− | |-
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− | |<strong>3136</strong>|| class="left" | 16 || 23 || 31 || 41 || 53 || 65 || 79 || 94 || 111 || 128
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− | |-
| |
− | |}
| |
| | | |
− | ==== Formula to Calculate your Fall DF ==== | + | ===== 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
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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
| |
− | | |
− | (d20)Treasury: sapphire, gold, porcelain, coral<br>
| |
− | <br>
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− | | |
− | === 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>
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− | <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.
| |
− | | |
− | {|
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− | |-
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− | ! Movement Cost
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− | ! 5
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− | ! 10
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− | ! 15
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− | ! 20
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− | ! 25
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− | ! 30
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− | |-
| |
− | ! Maximum Distance
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− | ! 16
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− | ! 64
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− | ! 144
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− | ! 256
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− | ! 400
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− | ! 576
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− | |-
| |
− | |}<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.
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− | * <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>
| |
| ---- | | ---- |
| {{5e Variant Rules Breadcrumb}} | | {{5e Variant Rules Breadcrumb}} |