How far can you fall in a round?

Mordeth

First Post
This came up in our game today. Sixth level rogue is sniping our party from a bell tower 420 feet away. Our mage grabs the tank, and dimension doors up there. Rest of us take of running. After one round of abuse by our tank, the rogue decided to jump from the window, 50 feet up. He has a 45 foot rope attached to him. He tumbles past the fighter 5 or 10 foot, then jumps out the window. The DM said he "falls as a free action" then cuts the rope at the bottem.

Now. Moving is his move equilivent action, and cutting the rope is his standard action. All in all he moves 55-60 feet.

The only problem as I see it, is how much you can move in a round. I remember reading about jumping somewhere and how if you jump and your jump takes you more than you movement, ie.. you jump down a roof to another roof, that you finish your turn in mid-air, and finish the "move" on your next turn.

Before I confuse you or me any further, what do you think?

Any rules based response would be most :D
 

log in or register to remove this ad

well, to respond to the How far can you fall in a single round the answer depends on the size of your planet. If your planet is the size of earth then you would fall a 9.89 m/s/s until the mass falling reaches "terminal velocity". Terminal velocity being the maximum speed an object can reach accounting for air friction and such.


Hope this helps :)

DC
 

How far can a character fall in a round? Well, assuming the game took place on a planet with Earth-like gravity, we all remember from basic physics that g, or the rate of acceleration of a falling object, is 9.8m/(s^2). I'll assume (in order to make my math a little easier), that D&D takes place on worlds where g is 10m/(s^2), instead. I'll also assume no air resistance (perhaps unreasonable, but hey). In order to get distance, we need to integrate this twice -- once would get us the velocity after t seconds, and twice gets us the distance.

Since 10 is a constant, the calculus is trivial: the falling velocity at t is 10t + C (which is 0), and the distance at t is 5t^2. Since 3e rounds are six seconds long, we know t to be 6. So a character can fall 6^2 * 5 meters per round, or 180 meters. Converting this total to feet, we find that a character can fall about 590 feet per round.

How long did it take the rogue to fall? Well, 50 feet is a bit more than 15 meters. So we just have to solve our formula 15 = 5t^2 for t, which gives us 1.7 seconds, a little less than a third of the rogue's round. If I were DM, I would've ruled that the fall is at least a move-equivalent action -- it uses up a non-trivial chunk of time, and the rogue would also have to brace himself and get up when he landed.
 

In my game, I use figures from the book "Skydiving" by Bud Selig (as referenced in Dragon #88):

- In the first round (6 seconds), you fall 500 feet.
- In each subsequent round (additional 6 seconds), you fall 1000 feet.

Note: I once had a dispute with someone who insisted on using the figures on DMG p. 69, specified for flying creatures who fail to maintain a minimum forward speed (150/300 feet per round), but that seems pretty obviously specific to a winged creature who can make some effort at fighting their descent.
 

There may be a few more thoughts regarding this type of
action:

1. For the scientifically minded, you may want to examine
the mass of the rogue and velocity the rogue achieved
by the time he met the "end of his rope" as it were. When
calculating velocity you may want to take into account
"drag" induced by the rogue...

2. Otherwise, we can use some common sense:

a.) Lets assume that the archer made his rope use and
climbing checks to create a harness that would not
immediately gut him at the end of the rope (otherwise
I would recommend the less painful falling damage;
"more area" if you take my meaning).

b.) The rogue meets the "end of his rope" (love that)
in a violent way.

c.) Unless he is using a bungee type of contraption, he
will still likely take some damage (there are walls to
consider and all sorts of physics at work here). Lets
further examine the rules:

DMGp.89 FALLING OBJECTS:
TABLE 3-18: Damage from falling objects:
200-101lb. 20ft {increment}

"...For each additional increment an object falls, it deals an
additional 1d6 points of damage."

The above rule attempts to assign damage by mass (under
200lbs) and distance fallen. The only other rule that may
further apply is "falling into water" to simulate some sort
of "cushion".

DMGp.112 OBSTACLES, HAZARDS AND TRAPS:
"Falling into Water: Falls into water are handled somewhat differently. ......the first 20 feet of falling do no damage. The next 20 feet do subdual damage (1d3 per 10ft increment). Beyond that, falling damage is normal (1d6 per 10-foot increment).

Characters who deliberately dive into water take no damage on a successful swim or tumble check (DC 15), so long as the water is at least 10 feet deep for every 30 feet fallen. However, the DC of the check increases by 5 for every 50 feet of the dive."

Given these clarifications I would rule that:

I. Meeting the "end of your rope" even with a nice harness
is ever so much more violent than diving into water. The
harness would require a use rope check (DC: 15) and
climb check (DC: 15). Do not forget the end tied to the
battlements (DC: 10 or 15 if tied one handed)

II. Damage might be 1d6 per 20ft fallen, rounding up (3d6
for a 50ft drop). The first 20ft is subdual.

III. A successful tumble check (DC15 for 20ft increasing by
five for every 20ft fallen; again round up (DC25 for 50ft)
will reduce damage by half.

IV. A successful concentration check will allow an action
at the end of this time (DC10 + 1/point of damage).

V. If the rogue has an item in his hands when he meets
the end of the rope, he may drop the item. I recommend
a reflex save (DC: 10 + 1/pnt of damage sustained).

VI. As far as movement is concerned, I am unaware if
falling counts against your "max move" during a round
(though, interestingly, a "dive" attack is treated as a
charge with a minimum of 30ft moved). Again, given the
violent nature of the halted movement, I believe the
point is moot (not many people rule in favor of the
"jump off a cliff, bounce, and move/run" scenario during a
single round.

....Of course I may be wrong; Your DM has enough on his
plate without rolling 10+ dice to adjucate one (un?)heroic
action. I just don't meet many rogues willing to try stunts
heard in a local bard's rendition of "Die Hard". They usually
just drop their weapons and say something like "Ya wanna
get rich??"

~D
 

Those using 32ft/s/s to determine falling distance should realize that falling in D&D is not a thing that goes by real world physics. If it did, then there would be no way to survive a colossal dragon's crush attack, nor could a character consistently survive 1 mile plummets simply because he has 121 hit points and a fortitude save of +14.

How does this help answer the roriginal question? It doesn't. :-)
 

James McMurray said:
Those using 32ft/s/s to determine falling distance should realize that falling in D&D is not a thing that goes by real world physics. If it did, then there would be no way to survive a colossal dragon's crush attack, nor could a character consistently survive 1 mile plummets simply because he has 121 hit points and a fortitude save of +14.

How does this help answer the roriginal question? It doesn't. :-)
Nor does this one. But, in older campaigns we played with cumulative d6 for falling damage: 10'-1d6, 20'-3d6, 30'-6d6, 40'-10d6, 50'-15d6, etc. It more closely modeled real world. FWIW, we just use the standard falling rules now. :)

/ds
 

Well... manual of the planes mentions that on a plane with subjective directional gravity (like the elemental plane of air) you fall 150 feet in the first round, and 300 feet in each succeeding round. There's no mention of falling speed on worlds that have a fixed "down" direction.
 

The Answer to the Question

How far can you fall in one round?

All the way to the ground. Can't fall farther than that no matter how much time you're given. :)
 

Well I do not have the book handy but I was reading in the Manual of the Planes and it references falling. In those planes that have subjective gravity i.e. The plane of Air you move by "Falling" in one direction. I believe it was 150 ft the first round and 300 feet every round thereafter. When I get hold of the books I will verify the numbers, or if anyone else can verify this that would also be great :)
 

Remove ads

Top