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Falling Damage
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<blockquote data-quote="Ashtagon" data-source="post: 4931677" data-attributes="member: 72335"><p>Inspired by <a href="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/240178-proposal-yafdhr-yet-another-falling-damage-house-rule.html" target="_blank">YAFDT</a></p><p></p><p>Stuff I like about that thread: It is an attempt to make falling damage survivable fro commoners, but not something to ignore for high level characters. That proposal basically swaps hp damage for Con damage.</p><p></p><p>The problem is that Con damage essentially affects Concentration checks (which means only casters, and not even them unless they are dumb enough to cast in melee range), hit points (in which case why do the swapperoo at all), and Fortitude saves. It also makes them that little bit more vulnerable to negative energy attacks. The other main effect is that healing Con damage is much harder than healing hp damage.</p><p></p><p>But... you still stand up and walk away afterwards. And if your cleric has a <em>lesser restoration</em>, it is still something to essentially ignore.</p><p></p><p>So.... a revision...</p><p></p><p>Falls do 1d6 hp per ten feet fallen. This is capped at 60 dice of damage.</p><p></p><p><span style="color: DimGray"><em>(Aside 1: terminal velocity on earth is <a href="http://en.wikipedia.org/wiki/Terminal_velocity" target="_blank">120 mph</a> for a skydiver slowing his fall, reached after about 5.5 seconds and 600 feet. 200 mph is reached at ground-level air densities (9 seconds of free fall, about 1500 feet covered) for a spherical object. The world record freefall velocity is 614 mph (28 seconds to accelerate, about 13,000 feet covered). What this means is that if you aren't controlling your fall, there isn't any effective upper limit on damage within survivable amounts of damage).</em></span></p><p><span style="color: DimGray"><em></em></span></p><p><em><span style="color: DimGray">(Aside 2: I'm dropping the idea in the other thread about larger creatures taking more falling damage. Comparing squirrels to horses as an example of small vs large taking different damage through terminal velocity or whatever was a red herring, as one is not like the other. Squirrels have a racial advantage in falling (which could be represented very well with a good Jump skill). Comparing a horse with a poodle would be better - neither is used to moving in the third dimension, and both would be very unhappy with any significant fall).</span></em></p><p></p><p>Falling onto a yielding surface (mud, long grass, snow drifts) converts one die of damage from lethal to non-lethal damage.</p><p></p><p>Any character who is conscious can attempt a DC 10 Reflex save to convert one die of lethal damage to non-lethal damage. This save is deliberately quite easy, in order to offer a reasonable chance of survival for commoners, while at the same time not making every 20-foot fall non-lethal.</p><p></p><p>----</p><p></p><p>Normally, when you fall, you land prone. You can choose to try to land on your feet (DC 5 Jump check, +5 per 10 feet fallen; eg. DC 10 for a 10-ft fall, DC 15 for a 20-ft fall, etc.). If this roll succeeds, you land on your feet, and take no damage. Otherwise, it is treated as a normal fall.</p><p></p><p>If you try to land on your feet, you cannot choose to try to jump down safely (DC 15 Jump or Tumble check; choose one). Jumping down this way allows you to reduce the effective distance fallen by ten feet, as you roll with the fall. If you fall by accident (rather than go down intentionally), you cannot attempt either of these.</p><p></p><p>----</p><p></p><p>Falls daze and stun. It's a bit of a psychological shock to have your movement stopped in such a fashion, even if you don't land on your head. Roll a DC (15 +1 per 10 feet fallen) Fort save. If you fail, you are stunned (drop everything held, can't act for one round), and you are also dazed for one round per 10 feet fallen. If you succeed on the saving throw, you are not stunned, and each point you beat the save DC by reduces the duration of the daze effect by one round.</p><p></p><p>----</p><p></p><p>Falls can cause twisted ankles, sprained wrists, and other awkward injuries.</p><p></p><p>For each die of lethal damage taken, you also take 1d4-3 (min 0) Dexterity damage, and a similar amount of Strength damage. Roll a DC 20 Fortitude save. Each point by which you beat the save DC lets you reduce the Strength damage and the Dexterity damage by one point each.</p><p></p><p><em><span style="color: DimGray">(Aside 3: Not too sure on the Strength damage bit. But I want a way to ensure that melee types aren't able to fight so well. Maybe the loss of Dexterity and thus reduced effective AC will be enough?)</span></em></p><p><em><span style="color: DimGray"></span></em></p><p>----</p><p></p><p>Opinions?</p><p></p><p><strong><span style="color: Red">Edit</span></strong>: "Final" version posted <a href="http://thepiazza.org.uk/bb/viewtopic.php?f=30&t=2545&start=0" target="_blank">here (click link)</a>.</p></blockquote><p></p>
[QUOTE="Ashtagon, post: 4931677, member: 72335"] Inspired by [URL="http://www.enworld.org/forum/d-d-3rd-edition-house-rules/240178-proposal-yafdhr-yet-another-falling-damage-house-rule.html"]YAFDT[/URL] Stuff I like about that thread: It is an attempt to make falling damage survivable fro commoners, but not something to ignore for high level characters. That proposal basically swaps hp damage for Con damage. The problem is that Con damage essentially affects Concentration checks (which means only casters, and not even them unless they are dumb enough to cast in melee range), hit points (in which case why do the swapperoo at all), and Fortitude saves. It also makes them that little bit more vulnerable to negative energy attacks. The other main effect is that healing Con damage is much harder than healing hp damage. But... you still stand up and walk away afterwards. And if your cleric has a [I]lesser restoration[/I], it is still something to essentially ignore. So.... a revision... Falls do 1d6 hp per ten feet fallen. This is capped at 60 dice of damage. [COLOR=DimGray][I](Aside 1: terminal velocity on earth is [URL="http://en.wikipedia.org/wiki/Terminal_velocity"]120 mph[/URL] for a skydiver slowing his fall, reached after about 5.5 seconds and 600 feet. 200 mph is reached at ground-level air densities (9 seconds of free fall, about 1500 feet covered) for a spherical object. The world record freefall velocity is 614 mph (28 seconds to accelerate, about 13,000 feet covered). What this means is that if you aren't controlling your fall, there isn't any effective upper limit on damage within survivable amounts of damage). [/I][/COLOR] [I][COLOR=DimGray](Aside 2: I'm dropping the idea in the other thread about larger creatures taking more falling damage. Comparing squirrels to horses as an example of small vs large taking different damage through terminal velocity or whatever was a red herring, as one is not like the other. Squirrels have a racial advantage in falling (which could be represented very well with a good Jump skill). Comparing a horse with a poodle would be better - neither is used to moving in the third dimension, and both would be very unhappy with any significant fall).[/COLOR][/I] Falling onto a yielding surface (mud, long grass, snow drifts) converts one die of damage from lethal to non-lethal damage. Any character who is conscious can attempt a DC 10 Reflex save to convert one die of lethal damage to non-lethal damage. This save is deliberately quite easy, in order to offer a reasonable chance of survival for commoners, while at the same time not making every 20-foot fall non-lethal. ---- Normally, when you fall, you land prone. You can choose to try to land on your feet (DC 5 Jump check, +5 per 10 feet fallen; eg. DC 10 for a 10-ft fall, DC 15 for a 20-ft fall, etc.). If this roll succeeds, you land on your feet, and take no damage. Otherwise, it is treated as a normal fall. If you try to land on your feet, you cannot choose to try to jump down safely (DC 15 Jump or Tumble check; choose one). Jumping down this way allows you to reduce the effective distance fallen by ten feet, as you roll with the fall. If you fall by accident (rather than go down intentionally), you cannot attempt either of these. ---- Falls daze and stun. It's a bit of a psychological shock to have your movement stopped in such a fashion, even if you don't land on your head. Roll a DC (15 +1 per 10 feet fallen) Fort save. If you fail, you are stunned (drop everything held, can't act for one round), and you are also dazed for one round per 10 feet fallen. If you succeed on the saving throw, you are not stunned, and each point you beat the save DC by reduces the duration of the daze effect by one round. ---- Falls can cause twisted ankles, sprained wrists, and other awkward injuries. For each die of lethal damage taken, you also take 1d4-3 (min 0) Dexterity damage, and a similar amount of Strength damage. Roll a DC 20 Fortitude save. Each point by which you beat the save DC lets you reduce the Strength damage and the Dexterity damage by one point each. [I][COLOR=DimGray](Aside 3: Not too sure on the Strength damage bit. But I want a way to ensure that melee types aren't able to fight so well. Maybe the loss of Dexterity and thus reduced effective AC will be enough?) [/COLOR][/I] ---- Opinions? [B][COLOR=Red]Edit[/COLOR][/B]: "Final" version posted [URL="http://thepiazza.org.uk/bb/viewtopic.php?f=30&t=2545&start=0"]here (click link)[/URL]. [/QUOTE]
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