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

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(Hero's Epic Fall Damage)
(Variant: Falling)
 
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|date_created=April 18, 2022
 
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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>
  
=== Finding a Fall Difficulty Class (DC) ===
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==== Saving Throw ====
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Subtract a Strength or Dexterity saving throw from the fall DC
  
There are several factors to consider related to falling, each of which alter the effect of impact.
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===== Roll for Damage =====
*Elevation gives space for acceleration; thereby, increasing the speed at impact.
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Roll a number of Terrain dice, equal to the remaining fall DC;<br><br>
*Mass gives equal acceleration to all falling objects; however, being heavier generates greater impact shock and higher terminal velocity.
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Using a:<br>
*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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d1 for deep water<br>
*Location means slope and surface strength that reduce or increase the forces felt at impact.
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d3 for banked snow or sand<br>
*Health is the final ingredient, which among other things may increase the risk of injury.
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d6 for average terrain, adobe or wood<br>
*Combined, these equally important factors are reduced to a simple formula:
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d12 for rock or metal<br>
 
 
;Fall DC = (Fall Height × Weight)^1/3
 
 
 
=== Choosing a Terrain Die ===
 
 
 
Selected for a range of likely hazards specific to each area, rolled instead of a d6.
 
 
 
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/Check ===
 
 
 
*Strength/Athletics or Acrobatics
 
Reduce the Fall DC by an amount equal to your roll.
 
 
 
*Intelligence/Investigation or Survival
 
Reduce the Terrain die once every 10 points of your roll.
 
 
 
Rule 1
 
Preparation is rewarded with advantage.
 
 
 
Rule 2
 
Encountering interference during a fall triggers a new roll, with disadvantage.
 
 
 
Rule 3
 
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.
 
 
 
=== Terminal Velocity ===
 
 
 
;Maximal Fall Height = sqrt(weight) × 120
 
 
 
Fall DC will not increase beyond this Fall Height, due to terminal velocity.
 
  
 
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Latest revision as of 02:40, 9 August 2024

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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[edit]

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

To use kilograms & meters, multiply by 2

Saving Throw[edit]

Subtract a Strength or Dexterity saving throw from the fall DC

Roll for Damage[edit]

Roll a number of Terrain dice, equal to the remaining fall DC;

Using a:
d1 for deep water
d3 for banked snow or sand
d6 for average terrain, adobe or wood
d12 for rock or metal


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 +