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<blockquote data-quote="Celebrim" data-source="post: 5068779" data-attributes="member: 4937"><p>My rules for falling.</p><p></p><p>1d20 + size modifier per 10' fallen divided by the result of rolling a 1d6. If the surface you land on is harder than soil, you also are 'attacked' by it - a flat stone surface attacks as a mace, for example. Generally, the 'floor' makes at least one attack at +5 bonus with a 'strength' bonus of +1 per 10' fallen. In the case of spikes or sharp surfaces, 'the floor' makes 1d4 attacks. Critical hits do apply.</p><p></p><p>If the total damage from the falling event - falling damage plus the attack by the floor exceeds your massive damage threshold (50 for medium sized creatures, 40 for small), then you make a DC 15 massive damage save. Failure can mean anything from a crushed skull to broken limbs (random result on a table). Moreover, if the fall is bad enough that it drops you below 0 hit points, you have to make a massive damage save regardless of how much damage you took.</p><p></p><p>So, maximum damage falling into a 10' deep pit cut into stone is 38. Of course, that's really unlikely; more often than not, you'll end up taking 4 or 5 damage. (I should also note that 1st level characters start with 8 bonus hit points, which makes 38 damage not as extreme as it sounds.) Maximum damage from falling into a 20' deep stone pit is 60, which, since its higher than a medium creatures massive damage threshold means there is a small but real probability of death regardless of character level. Of course, there is also a small but real probability that a 1st level human commoner (avg 10 hit points) falls off a 200' cliff, lands on turf or packed snow, takes 3 damage, and walks away with minor bruises. </p><p></p><p>My point?</p><p></p><p>There are other ways to make falling really bad and stop metagaming without making falling objectively worse than getting critical hitted by 20' tall giant wielding a 200lb battle axe.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5068779, member: 4937"] My rules for falling. 1d20 + size modifier per 10' fallen divided by the result of rolling a 1d6. If the surface you land on is harder than soil, you also are 'attacked' by it - a flat stone surface attacks as a mace, for example. Generally, the 'floor' makes at least one attack at +5 bonus with a 'strength' bonus of +1 per 10' fallen. In the case of spikes or sharp surfaces, 'the floor' makes 1d4 attacks. Critical hits do apply. If the total damage from the falling event - falling damage plus the attack by the floor exceeds your massive damage threshold (50 for medium sized creatures, 40 for small), then you make a DC 15 massive damage save. Failure can mean anything from a crushed skull to broken limbs (random result on a table). Moreover, if the fall is bad enough that it drops you below 0 hit points, you have to make a massive damage save regardless of how much damage you took. So, maximum damage falling into a 10' deep pit cut into stone is 38. Of course, that's really unlikely; more often than not, you'll end up taking 4 or 5 damage. (I should also note that 1st level characters start with 8 bonus hit points, which makes 38 damage not as extreme as it sounds.) Maximum damage from falling into a 20' deep stone pit is 60, which, since its higher than a medium creatures massive damage threshold means there is a small but real probability of death regardless of character level. Of course, there is also a small but real probability that a 1st level human commoner (avg 10 hit points) falls off a 200' cliff, lands on turf or packed snow, takes 3 damage, and walks away with minor bruises. My point? There are other ways to make falling really bad and stop metagaming without making falling objectively worse than getting critical hitted by 20' tall giant wielding a 200lb battle axe. [/QUOTE]
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