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Hero's Epic Fall Damage (5e Variant Rule)

2,312 bytes added, 18:21, 30 May 2022
Hero's Epic Fall Damage
== Hero's Epic Fall Damage ==
Let's dive right in. There are several factors to consider related to falling, each of which alter the effect of impact.<br>*<strong>Elevation gives </strong> grants matter space for accelerationto accelerate; thereby, increasing the impact speed at impact.<br>*<strong>Mass gives equal acceleration </strong> grants the growing speed a force, leading to all falling objects; howeveran exchange of energy that can disintegrate material.<br><strong>Location</strong> defines the strength and slope of terrain, being heavier generates greater influencing the rate of the energy exchange at impact shock and higher terminal velocity.<br>*<strong>Body position affects Position</strong> influences the fall speed, location, and angle of an impact; it can also lengthen the , final deceleration window , and shield your position of the vital organs.<br><br>*Location means slope and surface strength that reduce or increase the forces felt at impact.=== Your Fall ===
=== Finding The fall height and your body weight form the basis of a Fall Difficulty Class damage factor (Fall DCDF) ===, which may be incrementally reduced by other factors.
Addressing these equally important factors begins with a simple formula.==== A Fine Selection of Fall DFs ===={||-! 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 DC DF = (Fall Height × Weight)^1/3===Cube roots are just like square roots; except for cubes, which are like squares, but in a higher dimension; actually, our own dimension.
* <strong>Fall DF = (if possible, use a calculator that handles cube roots, or for table ideas see discussionFall Height × Weight)<sup>1/3</sup></strong>OR* <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.
(d12)Labyrinth: granite, slate, marble, basalt
(d20)Treasury: sapphire, gold, porcelain, coral<br><br>=== Step 2: Rolling a Fall Save/Check ===
=== 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 1Preparation is rewarded with advantage. Rule 2Encountering 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.<br><br>=== Step 3: Generating Fall Damage ===
Roll the Terrain Die a number of times equal to and multiply by the remaining Fall DCDF.
=== Terminal Velocity ===Rolling a single time reflects one location among the terrain, reducing predictability of fall damage from great heights.
;Maximal Fall Height = sqrt(weight) × 120Rule 2: Preparation may be awarded with advantage.
Fall DC will not increase beyond this Fall Height, due Rule 3: Interference during the fall triggers disadvantage.<br><br>=== Useful Additions ======= Quick Jumps - Parkour ====A player may spend up to terminal velocity. This number should be kept alongside the weight 30 feet of your character/monstercumulative movement per turn falling, rolling for each fall separately.
For example 800(3400){||-! 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, 200(1700), 50(850)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>
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