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Don't fall!
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<blockquote data-quote="rushlight" data-source="post: 2117395" data-attributes="member: 3801"><p>Felix has it.</p><p> </p><p>Also, here are some suggestions for falls from very high distances. To approximate distance over time and terminal velocity, we use the rule that you fall a maximum distance of 150 feet in the first round (6 seconds) and 300 feet a round after that. It's not precise or anything, but it's close enough for a game. Also, you aren't allowed an action during the first 150 feet, but you are allowed a standard action in subsequent rounds - assuming that you fall the entire 300 feet without going *splat*. </p><p> </p><p>Also note that we use a more deadly falling variant. In addition to the damage from falling (30d6 maximum, as the rule above) you must make a Fortitude save or die - DC of 2 per 10 feet fallen - maximum of DC 60. Even a fall of 10 feet provokes a DC 2 Fort or die save, which sadly one party NPC failed... This change was made because it's entirely possible for higher level characters (especially fighters and barbarians) to survive 30d6 points of damage - that's only 105 points of damage on average. However, it would take extraordinary measures for even some epic characters to survive a DC 60 Fort save. </p><p> </p><p>We do use the "open-ended dice roll" variant where if you roll a natural 20 you can roll the die again, adding the new roll to the previous - and so on if you keep rolling 20s. That means a character with a Fort save of +20 will have a 0.25% chance of surviving a fall which has resulted in reaching terminal velocity. A character with a +0 Fort save has a 0.0125% chance - that means roughly one person in ten thousand will survive a fall from such a height, not counting damage. Possible, but exceedingly rare.</p><p> </p><p>Needless to say, falling hurts.</p></blockquote><p></p>
[QUOTE="rushlight, post: 2117395, member: 3801"] Felix has it. Also, here are some suggestions for falls from very high distances. To approximate distance over time and terminal velocity, we use the rule that you fall a maximum distance of 150 feet in the first round (6 seconds) and 300 feet a round after that. It's not precise or anything, but it's close enough for a game. Also, you aren't allowed an action during the first 150 feet, but you are allowed a standard action in subsequent rounds - assuming that you fall the entire 300 feet without going *splat*. Also note that we use a more deadly falling variant. In addition to the damage from falling (30d6 maximum, as the rule above) you must make a Fortitude save or die - DC of 2 per 10 feet fallen - maximum of DC 60. Even a fall of 10 feet provokes a DC 2 Fort or die save, which sadly one party NPC failed... This change was made because it's entirely possible for higher level characters (especially fighters and barbarians) to survive 30d6 points of damage - that's only 105 points of damage on average. However, it would take extraordinary measures for even some epic characters to survive a DC 60 Fort save. We do use the "open-ended dice roll" variant where if you roll a natural 20 you can roll the die again, adding the new roll to the previous - and so on if you keep rolling 20s. That means a character with a Fort save of +20 will have a 0.25% chance of surviving a fall which has resulted in reaching terminal velocity. A character with a +0 Fort save has a 0.0125% chance - that means roughly one person in ten thousand will survive a fall from such a height, not counting damage. Possible, but exceedingly rare. Needless to say, falling hurts. [/QUOTE]
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