Difference between revisions of "Hero's Epic Fall Damage (5e Variant Rule)"
Select Hero (talk | contribs) (→Finding a Fall Difficulty Class (Fall DC)) |
Select Hero (talk | contribs) (→Finding a Fall Difficulty Class (Fall DC)) |
||
Line 20: | Line 20: | ||
;Fall DC = (Fall Height × Weight)^1/3 | ;Fall DC = (Fall Height × Weight)^1/3 | ||
− | + | If you are afraid of calculating anything during a game, you could record the cube root along with the weight on character/monster sheets. | |
− | If you | + | |
− | + | For example: 50(4), 200(6), or 800(9) | |
− | 5 feet (×1) | + | |
− | 15 feet (×2) | + | Then multiply this by the height^1/3: |
− | 30 feet (×3) | + | |
− | 60 feet (×4) | + | 5 feet (×1)<br> |
− | 120 feet (×5) | + | 15 feet (×2)<br> |
− | 220 feet (×6) | + | 30 feet (×3)<br> |
− | 350 feet (×7) | + | 60 feet (×4)<br> |
− | 500 feet (×8) | + | 120 feet (×5)<br> |
− | 750 feet (×9) | + | 220 feet (×6)<br> |
− | 1000 feet (×10) | + | 350 feet (×7)<br> |
− | 1350 feet (×11) | + | 500 feet (×8)<br> |
− | 1700 feet (×12) | + | 750 feet (×9)<br> |
− | 2200 feet (×13) | + | 1000 feet (×10)<br> |
+ | 1350 feet (×11)<br> | ||
+ | 1700 feet (×12)<br> | ||
+ | 2200 feet (×13)<br> | ||
+ | 2750 feet (×14)<br> | ||
+ | and so on | ||
+ | |||
+ | For example an 800 pound horse, 200 pound human, and a 50 pound kobold fall 80 feet, 200 feet, and 850 feet; they each have a Fall DC of 36 | ||
=== Rolling a Fall Save/Check === | === Rolling a Fall Save/Check === |
Revision as of 14:48, 16 May 2022
| |||||||||
| |||||||||
Rate this article Discuss this article |
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 are afraid of calculating anything during a game, you could record the cube root along with the weight on character/monster sheets.
For example: 50(4), 200(6), or 800(9)
Then multiply this 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)
2750 feet (×14)
and so on
For example an 800 pound horse, 200 pound human, and a 50 pound kobold fall 80 feet, 200 feet, and 850 feet; they each have a Fall DC of 36
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 Page → 5x → 5e → Variant Rules