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How far can you fall in a round?
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<blockquote data-quote="Corwin" data-source="post: 304101" data-attributes="member: 1560"><p>Some people have died falling 5 feet. Some have survived falling 5 miles. It's tough to put a rule in effect that takes every possible variable into account.</p><p></p><p>I do like the legendary, secret EGG rule (<em>cumulative</em> d6 per 10 feet). It makes falling from height far more dangerous (as it should be).</p><p></p><p>Feet / Damage</p><p>10 = 1d6</p><p>20 = 3d6</p><p>30 = 6d6</p><p>40 = 10d6</p><p>50 = 15d6</p><p>60 = 21d6</p><p>70 = 28d6</p><p>80 = 36d6</p><p>90 = 45d6</p><p>100 = 55d6</p><p></p><p></p><p></p><p>But someone recently posted a nice variant (I believe from an old Dragon Mag).</p><p></p><p>Simply, you take the <strong>maximum</strong> possible damage that can be done from a particular fall and roll it on the least number of dice possible. This provides a few interesting quirks.</p><p></p><p>First, it removes the dreaded bell curve associated with rolling lots o' dice. This puts more uncertainty back into it. If your 150 HP fighter is chancing an 80 foot fall, what makes for a more edge-of-your-seat risk, 36d6 or 2d%+2d8? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Not to mention it provides for that insance where someone survives a fall from great height because of a lucky roll.</p><p></p><p>Second, it makes rolling much quicker and easier. Who really wants to roll and add up <strong>all</strong> those d6s anyway? This isn't Champions, fer cryin' out loud. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>So now you get the following (with my slightly rounded off preferences in parenthesis)...</p><p></p><p>Feet / Damage</p><p>10 = 1d6</p><p>20 = 1d10+1d8 (2d10)</p><p>30 = 3d12</p><p>40 = 3d20</p><p>50 = 4d20+1d10 (an even d100 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p>60 = 1d%+1d20+1d6 (1d%+2d12)</p><p>70 = 1d%+3d20+1d8 (1d%+6d12)</p><p>80 = 2d%+2d8 (2d%+1d20)</p><p>90 = 2d%+3d20+1d10 (2d%+4d20)</p><p>100 = 3d%+1d20+1d10 (3d%+2d20)</p><p></p><p>I kinda prefer to round up more as I get into higher distances for really only one reason... 'cause I like it! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Corwin, post: 304101, member: 1560"] Some people have died falling 5 feet. Some have survived falling 5 miles. It's tough to put a rule in effect that takes every possible variable into account. I do like the legendary, secret EGG rule ([i]cumulative[/i] d6 per 10 feet). It makes falling from height far more dangerous (as it should be). Feet / Damage 10 = 1d6 20 = 3d6 30 = 6d6 40 = 10d6 50 = 15d6 60 = 21d6 70 = 28d6 80 = 36d6 90 = 45d6 100 = 55d6 But someone recently posted a nice variant (I believe from an old Dragon Mag). Simply, you take the [b]maximum[/b] possible damage that can be done from a particular fall and roll it on the least number of dice possible. This provides a few interesting quirks. First, it removes the dreaded bell curve associated with rolling lots o' dice. This puts more uncertainty back into it. If your 150 HP fighter is chancing an 80 foot fall, what makes for a more edge-of-your-seat risk, 36d6 or 2d%+2d8? :) Not to mention it provides for that insance where someone survives a fall from great height because of a lucky roll. Second, it makes rolling much quicker and easier. Who really wants to roll and add up [b]all[/b] those d6s anyway? This isn't Champions, fer cryin' out loud. ;) So now you get the following (with my slightly rounded off preferences in parenthesis)... Feet / Damage 10 = 1d6 20 = 1d10+1d8 (2d10) 30 = 3d12 40 = 3d20 50 = 4d20+1d10 (an even d100 ;)) 60 = 1d%+1d20+1d6 (1d%+2d12) 70 = 1d%+3d20+1d8 (1d%+6d12) 80 = 2d%+2d8 (2d%+1d20) 90 = 2d%+3d20+1d10 (2d%+4d20) 100 = 3d%+1d20+1d10 (3d%+2d20) I kinda prefer to round up more as I get into higher distances for really only one reason... 'cause I like it! :) [/QUOTE]
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