FormerlyHemlock
Hero
Proposal: 1d6 per 10' fallen, up to 20d6, is the rule only for Medium and Small creatures. For every size category larger than Medium, the number of dice is doubled. For Tiny creatures, it is halved, rounded down per usual 5E rounding rules.
Implications: cats can fall out of 8' trees without injury. If you do manage to grapple and drag a grizzly bear 40' up into a tree and then drop him, it will do worthwhile amounts of damage (8d6 instead of 4d6). Mice are no longer more afraid of falling than elephants are. Managing to shoot a dragon out of the sky (e.g. by hypnotizing him with Hypnotic Gaze and riding him down in a heroic sacrifice) will do appropriately epic amounts of damage (up to 160d6 (560) for an Ancient Red Dragon, which incidentally would just barely kill him, on average) instead of negligible (20d6 (70) is 13% of his max health). Enlarge/Reduce becomes a way of manipulating falling damage.
Downsides: increases complexity. Some players might get jealous at the potential "imbalance" of being able to do 560 points of damage, especially if they're into theorycrafting more than actual play.
Benefits: increases both realism and tactical complexity/options/fun by more than the complexity increase.
Implications: cats can fall out of 8' trees without injury. If you do manage to grapple and drag a grizzly bear 40' up into a tree and then drop him, it will do worthwhile amounts of damage (8d6 instead of 4d6). Mice are no longer more afraid of falling than elephants are. Managing to shoot a dragon out of the sky (e.g. by hypnotizing him with Hypnotic Gaze and riding him down in a heroic sacrifice) will do appropriately epic amounts of damage (up to 160d6 (560) for an Ancient Red Dragon, which incidentally would just barely kill him, on average) instead of negligible (20d6 (70) is 13% of his max health). Enlarge/Reduce becomes a way of manipulating falling damage.
Downsides: increases complexity. Some players might get jealous at the potential "imbalance" of being able to do 560 points of damage, especially if they're into theorycrafting more than actual play.
Benefits: increases both realism and tactical complexity/options/fun by more than the complexity increase.