Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
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Select Hero (talk | contribs) (→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 | ||
+ | |||
+ | . . . | ||
+ | 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 === | === Rolling a Fall Save/Check === |
Revision as of 14:32, 16 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 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)
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