Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
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=== Choosing a Terrain Die === | === Choosing a Terrain Die === | ||
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(d20)Treasury: sapphire, gold, porcelain, coral | (d20)Treasury: sapphire, gold, porcelain, coral | ||
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+ | === Rolling a Fall Save/Check === | ||
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+ | *Strength/Athletics or Acrobatics | ||
+ | Reduce the Fall DC by an amount equal to your roll. | ||
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+ | *Intelligence/Investigation or Survival | ||
+ | Reduce the Terrain die once every 10 points of your roll. | ||
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+ | 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 === | === Generating Fall Damage === |
Revision as of 03:34, 23 May 2022
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Contents
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 possible, use a calculator that handles cube roots, or for table ideas see discussion)
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. This number should be kept alongside the weight of your character/monster.
For example 800(3400), 200(1700), 50(850)
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