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.}} | {{#set:Summary=Fall Damage accurate method and everything else to do with falling.}} | ||
== Hero's Epic Fall Damage == | == Hero's Epic Fall Damage == | ||
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=== Finding a Fall Difficulty Class (DC) === | === Finding a Fall Difficulty Class (DC) === |
Revision as of 15:46, 15 May 2022
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Contents
Hero's Epic Fall Damage
Finding a Fall Difficulty Class (DC)
There are several factors to consider related to falling, each of which alter the effect of impact.
- Elevation gives space for acceleration; thereby, increasing the speed at impact.
- Mass gives equal acceleration to all falling objects; however, being heavier generates greater impact shock and higher terminal velocity.
- Body position affects the speed, location, and angle of an impact; it can also lengthen the deceleration window and shield your vital organs.
- Location means slope and surface strength that reduce or increase the forces felt at impact.
- Health is the final ingredient, which among other things may increase the risk of injury.
- Combined, these equally important factors are reduced to a simple formula:
- 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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