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Falling Rules and actually Falling
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<blockquote data-quote="Tormyr" data-source="post: 7244958" data-attributes="member: 6776887"><p>Have you taken a look at my alternate falling rules?</p><p><a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1410" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1410</a></p><p></p><p>They only address the crunch of what you are talking about, but there is different speeds and damage based on creature size and whether the creature has the ability to increase its wind resistance / mitigate damage (cats, falling birds or dragons, etc.). It is loosely based on the falling speed / acceleration of an adult person, and it has a means of using a reaction to make a Dexterity (Acrobatics) check to mitigate some damage. With this system, characters do not automatically survive falling arbitrarily long distances, but monks, raging barbarians, and high hp fighters still have an advantage over others. The system's damage follows the PBH damage progression up until 200 feet where it keeps on going.</p><p></p><p>For how high up a creature has to fall and stick a 3-point landing instead of being prone, it depends on whether they are a monk with slow fall, a raging barbarian, or a high DEX character. PCs fall prone if they take any damage from the fall. To jump ahead to your CON 8 wizard who starts with 5 hit points, they could handle a 20 foot fall with zero damage by rolling a 19 or higher on their Dexterity (Acrobatics) check, and they get advantage on that check if they fall the distance on purpose. A 20th level monk can use slow fall to fall up to 220 feet with zero damage, but after that they start to take damage and fall prone. In this system, a commoner has better than a 50/50 chance to jump down 10 feet and take 0 damage. A 10 foot fall is 10 damage, but the commoner has a 55% chance to roll a 10 or better on their Dexterity (Acrobatics) check. If they jump on purpose, they get advantage on the check, furthering their odds. They even have a chance to jump down 20 feet and take no damage.</p><p></p><p>For instant death for your level 1 CON 8 wizard, they could die from a 10 foot fall. The 10 damage from a 10 foot fall is twice the wizard's hp. So if the wizard did not have a reaction to mitigate the damage with a Dexterity (Acrobatics) check, they would take 10 damage and die.</p><p></p><p>This system also handles how many rounds it takes them to fall the distance. So you know how many rounds they are falling, what their status is, and how long it would take for them to get back to the action (with whatever means they chose, if they are in a position to get back and not dead or bleeding out).</p><p></p><p>I get where you were trying to go with the tiers, but I think the system I came up with does what you are trying to accomplish. It handles creature size, mitigating fall damage, increasing hp from levels, and special class features.</p><p></p><p>To give you an idea of how it works in play I applied it in two scenarios recently:</p><p></p><p>1. We were playing Zeitgeist: Bonds of Forced Faith with level 10 PCs a couple months ago. The players were dealing with an annoying witch who had the equivalent of a flying carpet. One of the PCs managed to pull her off the carpet and take control, the witch hung on the edge, and another PC hung on to her. The PC now controlling the carpet took it out past the edge of a 1,000 foot cliff. Seeing the witch hanging on the carpet and the other PC hanging on to her, he said to the other PC, "I am sorry, but you see that the ends justify the means," before he dislodged the witch's hands. She and the PC fell. Because the 1,000 foot fall would take 2 rounds, the witch managed to dislodge herself from the other PC's grapple and fly away using a special feature. The other PC fell to her death. In vanilla 5e rules, she would take 70 average damage. As her max HP is 64, she would fall unconscious and make death saving throws if she had at least 7 hp when she hit the ground. In my modified system, she took 164 damage and died instantly.</p><p></p><p>2. We were playing Murder in Baldur's gate with level 3 PCs last Tuesday. The Paladin was in a second story window 30 feet up and wanted to quickly join the rest of the group at ground level. He decided to make the 30 foot jump down out the window to help his allies sooner. In vanilla 5e this would do an average of 10 damage. In my system the base damage for a 30 foot fall is 25. He used his reaction to make a Dexterity (Acrobatics) check with advantage and rolled a 10. This means he took 25-10=15 damage which took about half his hp but got him out of the building and into the action a round earlier.</p><p></p><p>This system does have more fiddly bits, but I like how it sticks somewhat closely to the damage curve from vanilla 5e up to 200 feet and then keeps going to a much higher maximum while still allowing certain builds to survive that higher maximum.</p><p></p><p>EDIT: By the way, I love the squirrel picture.</p></blockquote><p></p>
[QUOTE="Tormyr, post: 7244958, member: 6776887"] Have you taken a look at my alternate falling rules? [URL]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1410[/URL] They only address the crunch of what you are talking about, but there is different speeds and damage based on creature size and whether the creature has the ability to increase its wind resistance / mitigate damage (cats, falling birds or dragons, etc.). It is loosely based on the falling speed / acceleration of an adult person, and it has a means of using a reaction to make a Dexterity (Acrobatics) check to mitigate some damage. With this system, characters do not automatically survive falling arbitrarily long distances, but monks, raging barbarians, and high hp fighters still have an advantage over others. The system's damage follows the PBH damage progression up until 200 feet where it keeps on going. For how high up a creature has to fall and stick a 3-point landing instead of being prone, it depends on whether they are a monk with slow fall, a raging barbarian, or a high DEX character. PCs fall prone if they take any damage from the fall. To jump ahead to your CON 8 wizard who starts with 5 hit points, they could handle a 20 foot fall with zero damage by rolling a 19 or higher on their Dexterity (Acrobatics) check, and they get advantage on that check if they fall the distance on purpose. A 20th level monk can use slow fall to fall up to 220 feet with zero damage, but after that they start to take damage and fall prone. In this system, a commoner has better than a 50/50 chance to jump down 10 feet and take 0 damage. A 10 foot fall is 10 damage, but the commoner has a 55% chance to roll a 10 or better on their Dexterity (Acrobatics) check. If they jump on purpose, they get advantage on the check, furthering their odds. They even have a chance to jump down 20 feet and take no damage. For instant death for your level 1 CON 8 wizard, they could die from a 10 foot fall. The 10 damage from a 10 foot fall is twice the wizard's hp. So if the wizard did not have a reaction to mitigate the damage with a Dexterity (Acrobatics) check, they would take 10 damage and die. This system also handles how many rounds it takes them to fall the distance. So you know how many rounds they are falling, what their status is, and how long it would take for them to get back to the action (with whatever means they chose, if they are in a position to get back and not dead or bleeding out). I get where you were trying to go with the tiers, but I think the system I came up with does what you are trying to accomplish. It handles creature size, mitigating fall damage, increasing hp from levels, and special class features. To give you an idea of how it works in play I applied it in two scenarios recently: 1. We were playing Zeitgeist: Bonds of Forced Faith with level 10 PCs a couple months ago. The players were dealing with an annoying witch who had the equivalent of a flying carpet. One of the PCs managed to pull her off the carpet and take control, the witch hung on the edge, and another PC hung on to her. The PC now controlling the carpet took it out past the edge of a 1,000 foot cliff. Seeing the witch hanging on the carpet and the other PC hanging on to her, he said to the other PC, "I am sorry, but you see that the ends justify the means," before he dislodged the witch's hands. She and the PC fell. Because the 1,000 foot fall would take 2 rounds, the witch managed to dislodge herself from the other PC's grapple and fly away using a special feature. The other PC fell to her death. In vanilla 5e rules, she would take 70 average damage. As her max HP is 64, she would fall unconscious and make death saving throws if she had at least 7 hp when she hit the ground. In my modified system, she took 164 damage and died instantly. 2. We were playing Murder in Baldur's gate with level 3 PCs last Tuesday. The Paladin was in a second story window 30 feet up and wanted to quickly join the rest of the group at ground level. He decided to make the 30 foot jump down out the window to help his allies sooner. In vanilla 5e this would do an average of 10 damage. In my system the base damage for a 30 foot fall is 25. He used his reaction to make a Dexterity (Acrobatics) check with advantage and rolled a 10. This means he took 25-10=15 damage which took about half his hp but got him out of the building and into the action a round earlier. This system does have more fiddly bits, but I like how it sticks somewhat closely to the damage curve from vanilla 5e up to 200 feet and then keeps going to a much higher maximum while still allowing certain builds to survive that higher maximum. EDIT: By the way, I love the squirrel picture. [/QUOTE]
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