That's funny. I bet he caps dragonfire damage.This came out of another discussion, but I'm curious as to how other DMs handle falling damage. Matt Mercer famously killed Marisha Rey's character Keyleth because he doesn't cap falling damage.
Well, I recall reading that the CIA expects non-recoverable injuries after a fall of at least 70 feet. So 200 feet isn't the worst number.I use standard 1d6 damage per 10 feet, but no cap on damage taken. RAW is incredibly silly to pretend like you reach terminal velocity after only 200 feet, I'm all for suspending real life physics but that's just so far off
My issue with capping it is that falling, from any height, very soon becomes a viable strategy for most characters. For some, the damage is negligible. A raging barbarian, for example, can probably survive a fall from any height, RAW, after level 4 or so.Raw so far, but tbh the only time a player took max damage - terminal velocity - he died
Tbh in real life there's - rare - occurences of people surviving huge falls, so why not capping it.
Water and falling damage is weird. Past a certain speed (certainly 500' would do it) falling onto water is effectively the same as falling onto a solid surface. Water is only "soft" at slower speeds because it has time to get out of the way. At high speeds, you're effectively trying to compress the water. Water does not compress well. At all.My falling house rule:
Damage Die type is determined by surface, and damage is capped at 50 dice for a 500 foot fall – which approximates terminal velocity. Often, you can try a Reaction to save yourself at a cost.
d4 = water, pile of hay or other soft material
d6 = falling thru trees or thatch roofs, quicksand
d8 = solid ground

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.