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

From Dungeons and Dragons Wiki
Jump to: navigation, search
m (Your Fall)
(Intentional Jumps)
 
(37 intermediate revisions by the same user not shown)
Line 4: Line 4:
 
|status=Complete
 
|status=Complete
 
}}
 
}}
{{#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.}}
Let's dive right in. There are several factors to consider related to falling, each of which alter the impact.<br>
+
==Variant: Falling==
<strong>Elevation</strong> grants matter space to accelerate; increasing the impact speed.<br>
+
===== Calculate a Fall DC =====
<strong>Mass</strong>  grants the growing speed a force, leading to an exchange of energy that can disintegrate material.<br>
+
* Fall DC = (Fall Height × Weight)<sup>1/3</sup><br>
<strong>Location</strong>  defines the strength and slope of terrain, influencing the rate of the energy exchange at impact.<br>
+
<sub>To use kilograms & meters, multiply by 2<br><br>
<strong>Body Position</strong>  influences the fall speed, location, angle of impact, final deceleration, and position of the vital organs.<br>
 
<br>
 
==&nbsp;==
 
Let's dive right in. There are several factors to consider related to falling, each of which alter the impact.<br>
 
<strong>Elevation</strong> grants matter space to accelerate; increasing the impact speed.<br>
 
<strong>Mass</strong> grants the growing speed a force, leading to an exchange of energy that can disintegrate material.<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
 
! 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 ====
+
===== 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, 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<br>
 
<br>
 
=== Step 2: 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: 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>
 
----
 
{{5e Variant Rules Breadcrumb}}
 
[[Category:5e]]
 
[[Category:User]]
 
[[Category:Variant Rule]]
 
[[Category:Transformational Variant Rule]]
 
{{Navboxes}}
 
'''Bold text'''
 
 
 
=== Step 1: 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<br>
 
<br>
 
=== Step 2: 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: 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>
 
 
----
 
----
 
{{5e Variant Rules Breadcrumb}}
 
{{5e Variant Rules Breadcrumb}}

Latest revision as of 18:55, 2 October 2022

Homebrew.png
Author: Select Hero (talk)
Date Created: April 18, 2022
Status: Complete
Editing: Clarity edits only please
 Ratings for this homebrew:
Average:
NA
/ 4

 0 users favored it (4/4).
 0 users liked it (3/4).
 0 were neutral on it (2/4).
 1 users disliked it (1/4).
 1 users opposed it (0/4).

RatingPending.png
Rate this article
Discuss this article

Variant: Falling[edit]

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

To use kilograms & meters, multiply by 2

Accidental Falls[edit]

Subtract a Strength or Dexterity saving throw from the fall DC

Intentional Jumps[edit]

Make a DC 15 Intelligence or Wisdom check to lower the terrain one level

Roll a Terrain Die[edit]

d1 for deep water
d3 for deep snow or sand
d6 for adobe or wood
d12 for rock or metal

Damage[edit]

Multiply the remaining fall DC by the outcome of the Terrain die roll


Back to Main Page5eVariant Rules

AuthorSelect Hero +
Identifier5e Variant Rule +
Rated ByGhostwheel + and Skyrock +
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 +