That's because the tree is strong enough to take the damage. If we're talking real world physics, then newton's third law of motion tells us that whenever a body exerts force on another body, the second body exerts the same amount of force upon the first body. I can't say that DnD physics pair up to real world physics (which in fact they don't, or falling damage would be a hell of a lot more lethal), but if they did, a falling tree could not deal 20d6 damage without receiving 20d6 damage.
Not so. You were fine up to the point where you suggested that a tree would take 20d6 damage simply because it *dealt* 20d6 damage. If your car runs over a cat, the cat dies and all the car will feel is a slight bump. Taking your argument as read, anything that hits anything else will take as much damage as it deals, which is patently incorrect.
You were
almost right, but the tree isn't "strong enough to take the [20d6] damage", it's "strong enough that it
doesn't take the damage".
"Damage" is not proportionate to just "force"; it's the measure of the result of a creature or object's susceptibility to force applied in a particular way. For instance, I can jump up and down on a concrete slab without hurting either myself or the slab appreciably despite the significant forces involved - i.e., neither my feet nor the floor take "damage" - but if the concrete were to hit my head with the same force, I would die and the concrete would still be fine.
Messy, but fine.
Cats are squishier than cars. People are squishier than trees. You can't equate the damage something does to another object by landing on it to the damage it receives whilst so doing because although the forces involved in the collision are indeed equal and opposite as you describe, "force" and "damage" are in no way interchangeable as concepts.
Hitch-hiker's Guide to the Galaxy said:
Mr. Prosser: Have you any idea how much damage that bulldozer would suffer if I just let it roll straight over you?
Arthur Dent: How much?
Mr. Prosser: None at all
Apologies to the younger members of the audience for the reference
In all reality, larger creatures SHOULD receive more damage than smaller creatures from a fall.
Now this *is* true, but the reasons are more complicated than "acceleration due to gravity". Terminal velocity is NOT the same for all creatures unless they're in a vacuum. One of the (many) reasons why a spider falling off a cliff will "land" whilst an elephant doing the same will "splash" is that the elephant will be travelling an awful lot faster than the spider.
There's also exo-skeletal vs. endo-skeletal considerations, different body densities, area-to-volume ratios, deformation of different types of materials, etc., etc.
Watermelon isn't structurally too different from your typical house fly, but there's no question about which could endure greater force.


WHAT?! Holy cr*p dude, I never want to see the flies where you live! Or possibly it's the watermelons I should watch out for...
Basically, the OP has a good point and the best way to address it is to look at the rules of the game rather than introducing Newton's Laws or spurious comparisons between watermelons and flies. Besides, I'm not even sure I've understood what you're saying: are you actually claiming that a housefly can withstand a greater force than a watermelon?!
Forget "terminal velocity": the game has no mechanic that even vaguely approximates the real world in that regard, which is why everything takes the same damage for falling, and why the damage is linear rather than exponential. [1]
From a rules perspective, the Treant can't perform the manoeuver as described, because:
SRD said:
Hop Up: You can jump up onto an object as tall as your waist, such as a table or small boulder, with a DC 10 Jump check.
So, if the DM (or players) wanted to prevent heinous amounts of damage being inflicted on a technicality - and rightly so - they just need to point out that the rules for that manoeuver require an object to be in place. You can't even claim "the creature's head" is an object, because any creature is by definition not an object.
Not only that, but the Treant isn't an object either: it's a creature, and it deals damage as a creature, so if you want it to pull this stunt you have to use rules that apply to creatures. There are two obvious ways to do this without resorting to (much) home-brew.
1) You could handle this like a dragon's "Crush" attack:
SRD said:
Crush (Ex): This special attack allows a flying or jumping dragon of at least Huge size to land on opponents as a standard action, using its whole body to crush them. Crush attacks are effective only against opponents three or more size categories smaller than the dragon (though it can attempt normal overrun or grapple attacks against larger opponents).
A crush attack affects as many creatures as can fit under the dragon's body. Creatures in the affected area must succeed on a Reflex save (DC equal to that of the dragon's breath weapon) or be pinned, automatically taking bludgeoning damage during the next round unless the dragon moves off them. If the dragon chooses to maintain the pin, treat it as a normal grapple attack. Pinned opponents take damage from the crush each round if they don't escape.
A crush attack deals the indicated damage plus 1-1/2 times the dragon's Strength bonus (round down).
It wouldn't be hard to adapt this for any creature of sufficient size.
Alternatively, and more simply, give the Treant the "trample" special ability and call it good:
SRD said:
Trample (Ex): As a full-round action, a creature with this special attack can move up to twice its speed and literally run over any opponents at least one size category smaller than itself. The creature merely has to move over the opponents in its path; any creature whose space is completely covered by the trampling creature's space is subject to the trample attack. If a target's space is larger than 5 feet, it is only considered trampled if the trampling creature moves over all the squares it occupies. If the trampling creature moves over only some of a target's space, the target can make an attack of opportunity against the trampling creature at a -4 penalty. A trampling creature that accidentally ends its movement in an illegal space returns to the last legal position it occupied, or the closest legal position, if there's a legal position that's closer.
A trample attack deals bludgeoning damage (the creature's slam damage + 1-1/2 times its Str modifier). The creature's descriptive text gives the exact amount.
Trampled opponents can attempt attacks of opportunity, but these take a -4 penalty. If they do not make attacks of opportunity, trampled opponents can attempt Reflex saves to take half damage.
The save DC against a creature's trample attack is 10 + 1/2 creature's HD + creature's Str modifier (the exact DC is given in the creature's descriptive text). A trampling creature can only deal trampling damage to each target once per round, no matter how many times its movement takes it over a target creature.
Either way, by the rules as written the Treant can't hop-scotch the PC's to death and quite right too!
Cheers,
Persiflage
[1] For what it's worth, I run a house-rule that inflicts "sum-to-n" falling damage, like so:
10ft = 1d6
20ft = 3d6
30ft = 6d6
40ft = 10d6
50ft = 15d6
...and so on, until
20d6 = 210d6