Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
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Roll the Terrain Die a number of times equal to the remaining Fall DC. | Roll the Terrain Die a number of times equal to the remaining Fall DC. | ||
+ | === Terminal Velocity === | ||
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+ | Based on mass, drag coefficient, projected area: | ||
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+ | Maximal Fall Height = sqrt(weight) × 120 | ||
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+ | Fall DC can not increase beyond this Fall Height, due to terminal velocity. | ||
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Revision as of 06:27, 15 May 2022
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Contents
Hero's Epic Fall Damage
Here is how fall damage could be improved
- The first 500 feet of a fall takes one full round
- Every 1000 feet after this also takes one full round
- Beyond 200 feet, a creature takes 1d20 bludgeoning damage for every 100 feet it fell, to a maximum of 13d20
- When diving into water, each point of an Acrobatics check reduces the damage 1d6
Unfortunately, such linear approximations work only for a narrow range of objects and surfaces; you may wish to incorporate the effect of weight, materials, and saves!
If so, continue to Hero's Epic Fall Damage.
Hero‘s Epic Fall Damage accurately renders the force at impact and terrain resistance. Gravity based traps, and who knows what else, can be created ad hoc by incorporating a Fall DC using a simple cube root formula, producing a wide range of real world fall outcomes.
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 add a healthy dose of excitement to fall damage and replace the linear fall damage formula with:
- Fall DC = Fall Height^1/3 × Weight^1/3
Choosing a Terrain Die
Selected for a range of likely hazards specific to each area.
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
Preparation is rewarded with advantage.
Encountering interference during a fall triggers a new roll, with disadvantage.
- 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.
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
Based on mass, drag coefficient, projected area:
Maximal Fall Height = sqrt(weight) × 120
Fall DC can not increase beyond this Fall Height, due to terminal velocity.
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