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So, like many people* I find capping fall damage at 70 (20d6) a bit odd. It means that falls of 200 feet or more are not immediately lethal for early mid level characters, and it is not very scary for high level characters. I have been looking for other ways to calculate fall damage. One method I have looked with is having 1 point of bludgeoning damage per foot per second the creature is currently falling. I found this chart that shows the falling speed of a skydiver over time. http://www.greenharbor.com/fffolder/speedtime.pdf This shows the speed over time, that a creature is falling as well as the distance fallen over time. You can then extrapolate the speed at a certain distance fallen.
Now I know that choosing a skydiver is fairly arbitrary when then looking at various creatures falling in other methods than skydiver spread, and doesn't match creatures of different sizes, weights, and surface areas, but neither does the current falling damage rules.
A couple examples of what falling would look like in this system:
A creature falls roughly 500 feet in the first 6 seconds, giving them a turn to act if falling farther.
A creature falls roughly 1000 feet in the next 6 seconds and every 6 seconds after that
10 foot fall does 10 damage instead of 3.5
20 foot fall does 19 damage instead of 7
50 foot fall does 38 damage instead of 17.5
100 foot fall does 62 damage instead of 35
200 foot fall does 93 damage instead of 70
500 foot fall does 138 damage instead of 70
1000 foot fall does 164 damage instead of 70
1500 foot and further fall does 174 damage instead of 70
So pros or cons at first glance for me:
Cons that I can see are that it is more lethal (which might be a plus for others) and it takes time to look up (offset by not needing to roll dice).
Pros that I can see are it is not immediately lethal to high level characters and still follows some sort of progression and a low level characters would be knocked out by short falls but not killed outright, and monks would not automatically be immune to falling damage because of their slow fall ability.
It seems to me that a planned fall (i.e. jumping down) would need some sort of acrobatics check to avoid damage from the fall. A first level PC would not want to take 10 damage just from a planned fall of 10 feet. Maybe a DC of height in feet divided by 10? This would reduce the damage, but it would need to allow for short falls to take no damage and only reduces the damage from a long fall rather than eliminate it. Something along the line of the successful Acrobatics check reduces the damage by half and the damage is eliminated if the acrobatics check is higher than the reduced damage. In this example the DC for a 10 foot planned jump down would be 1 (10 feet / 10), so it is very easy to reduce the damage from a planned jump down of 10 feet. This would reduce the damage from 10 to 5, and if the Acrobatics check was 5 or higher (the reduced damage), the damage is eliminated, and the creature ends up on their feet rather than prone since they took no damage. A 50 foot fall can be reduced with a DC 5 Acrobatics check, but the Acrobatics check would need to be 19 or higher to eliminate the damage entirely. Higher planned falls would be possible to reduce but not eliminate the damage. The downside of this for me is that it seems too fiddly.
Another option for eliminating damage from planned falls would be succeeding at an Acrobatics check equal to the distance jumped down.
So what are your thoughts?
*Citation needed
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So, like many people* I find capping fall damage at 70 (20d6) a bit odd. It means that falls of 200 feet or more are not immediately lethal for early mid level characters, and it is not very scary for high level characters. I have been looking for other ways to calculate fall damage. One method I have looked with is having 1 point of bludgeoning damage per foot per second the creature is currently falling. I found this chart that shows the falling speed of a skydiver over time. http://www.greenharbor.com/fffolder/speedtime.pdf This shows the speed over time, that a creature is falling as well as the distance fallen over time. You can then extrapolate the speed at a certain distance fallen.
Now I know that choosing a skydiver is fairly arbitrary when then looking at various creatures falling in other methods than skydiver spread, and doesn't match creatures of different sizes, weights, and surface areas, but neither does the current falling damage rules.
A couple examples of what falling would look like in this system:
A creature falls roughly 500 feet in the first 6 seconds, giving them a turn to act if falling farther.
A creature falls roughly 1000 feet in the next 6 seconds and every 6 seconds after that
10 foot fall does 10 damage instead of 3.5
20 foot fall does 19 damage instead of 7
50 foot fall does 38 damage instead of 17.5
100 foot fall does 62 damage instead of 35
200 foot fall does 93 damage instead of 70
500 foot fall does 138 damage instead of 70
1000 foot fall does 164 damage instead of 70
1500 foot and further fall does 174 damage instead of 70
So pros or cons at first glance for me:
Cons that I can see are that it is more lethal (which might be a plus for others) and it takes time to look up (offset by not needing to roll dice).
Pros that I can see are it is not immediately lethal to high level characters and still follows some sort of progression and a low level characters would be knocked out by short falls but not killed outright, and monks would not automatically be immune to falling damage because of their slow fall ability.
It seems to me that a planned fall (i.e. jumping down) would need some sort of acrobatics check to avoid damage from the fall. A first level PC would not want to take 10 damage just from a planned fall of 10 feet. Maybe a DC of height in feet divided by 10? This would reduce the damage, but it would need to allow for short falls to take no damage and only reduces the damage from a long fall rather than eliminate it. Something along the line of the successful Acrobatics check reduces the damage by half and the damage is eliminated if the acrobatics check is higher than the reduced damage. In this example the DC for a 10 foot planned jump down would be 1 (10 feet / 10), so it is very easy to reduce the damage from a planned jump down of 10 feet. This would reduce the damage from 10 to 5, and if the Acrobatics check was 5 or higher (the reduced damage), the damage is eliminated, and the creature ends up on their feet rather than prone since they took no damage. A 50 foot fall can be reduced with a DC 5 Acrobatics check, but the Acrobatics check would need to be 19 or higher to eliminate the damage entirely. Higher planned falls would be possible to reduce but not eliminate the damage. The downside of this for me is that it seems too fiddly.
Another option for eliminating damage from planned falls would be succeeding at an Acrobatics check equal to the distance jumped down.
So what are your thoughts?
*Citation needed
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