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

3,789 bytes removed, 20:13, 11 June 2022
 
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{{#set:Summary=Fall Damage accurate method and everything else to do with falling.}}
==&nbsp;Falling==Let's dive right in. There are several factors to consider related to falling, each of which alter To determine the impact.<br><strong>Elevation</strong> grants matter space to accelerate; increasing the impact speed.<br><strong>Mass</strong> grants the growing speed potential damage a creature or object receives from a force, leading to an exchange of energy that can disintegrate material.<br><strong>Location</strong> defines the strength and slope of terrain, influencing the rate of the energy exchange at impact.<br><strong>Body Position</strong> influences the fall speed, location, angle of impact, final deceleration, and position of the vital organs.<br><br>=== Your Fall ===calculate a Drop Factor (DF)
The fall height and your body weight form the basis of a damage factor * DF = (DFFall Height × Weight)<sup>1/3</sup><br><sub><sub>To use kilograms & meters, which may be incrementally reduced multiply the DF by other factors.2</sub></sub>
==== A Fine Selection of Fall DFs Accidental Falls===={||-! 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|-|}Subtract a Strength or Dexterity save from the DF
==== Formula to Calculate your Fall DF Intentional Jumps====Cube roots are just like square roots; except for cubes, which are like squares, but in Make a higher dimension; actually, our own dimension. * <strong>Fall DF = (Fall Height × Weight)<sup>1/3</sup></strong>OR* <strong>Fall DF = Fall Height<sup>1/3</sup> × Weight<sup>1/3</sup></strong>DC 20 Intelligence or Wisdom check to lower the terrain type one level<br>
<br>
=== Step 1: Choosing a Terrain Die ===
 
Selected for a range of likely hazards specific to each area.
 
Terrain Materials:
===Damage===For water, the reduced DF is the damage<br>(d1where depth is at least 10 feet)Waterfall: wax, snow, rubber, perlite
(d2)Moorland: sandFor drops onto hard surfaces, gravel, gypsum, balsa the reduced DF is multiplied by a roll of the Terrain type
(====Terrain Type====d3)Tundra: clay, dolomite, for ice, cedar or gravel<br>d6 for compact soil and hard wood<br>d12 for solid rock and metals<br>
(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<br>
<br>
 
=== Step 2: Rolling a Fall Save/Check ===
 
;Strength/Athletics or Acrobatics
Reduce the Fall DF by an amount equal to your roll.
 
;Intelligence/Investigation or Survival
Reduce the Terrain die once every 10 points of your roll.
 
Rule 1: 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 and multiply by the remaining Fall DF.
 
Rolling a single time reflects one location among the terrain, reducing predictability of fall damage from great heights.
 
Rule 2: Preparation may be awarded with advantage.
 
Rule 3: Interference during the fall triggers disadvantage.<br>
<br>
=== Useful Additions ===
==== Quick Jumps - Parkour ====
A player may spend up to 30 feet of cumulative movement per turn falling, rolling for each fall separately.
 
{|
|-
! 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, 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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