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

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(Terminal Velocity)
(Finding a Fall Difficulty Class (Fall DC))
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;Fall DC = (Fall Height × Weight)^1/3
 
;Fall DC = (Fall Height × Weight)^1/3
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. . .
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If you dislike calculators, record the cube root along with the weight on character/monster sheets, for example: 50(4), 200(6), or 800(9)
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and multiply this weight^1/3 by the height^1/3:
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5 feet (×1)
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15 feet (×2)
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30 feet (×3)
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60 feet (×4)
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120 feet (×5)
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220 feet (×6)
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350 feet (×7)
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500 feet (×8)
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750 feet (×9)
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1000 feet (×10)
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1350 feet (×11)
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1700 feet (×12)
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2200 feet (×13)
  
 
=== Rolling a Fall Save/Check ===
 
=== Rolling a Fall Save/Check ===

Revision as of 14:32, 16 May 2022

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Author: Select Hero
Date Created: April 18, 2022
Status: Complete
Editing: Clarity edits only please
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Hero's Epic Fall Damage

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.

Finding a Fall Difficulty Class (Fall DC)

Addressing these equally important factors begins with a simple formula.

Fall DC = (Fall Height × Weight)^1/3
. . .

If you dislike calculators, record the cube root along with the weight on character/monster sheets, for example: 50(4), 200(6), or 800(9) and multiply this weight^1/3 by the height^1/3: 5 feet (×1) 15 feet (×2) 30 feet (×3) 60 feet (×4) 120 feet (×5) 220 feet (×6) 350 feet (×7) 500 feet (×8) 750 feet (×9) 1000 feet (×10) 1350 feet (×11) 1700 feet (×12) 2200 feet (×13)

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.

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

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. This number should be kept alongside the weight of your character/monster.

For example 800(3400), 200(1700), 50(850)


Back to Main Page5x5eVariant Rules

Identifier5e Variant Rule +
Rated BySkyrock +, Ghostwheel + and The bluez in the dungeon +
RatingRating Pending +
SummaryFall Damage accurate method and everything else to do with falling. +
TitleHero's Epic Fall Damage +