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How many hp in a block of stone? And what is its falling damage?
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<blockquote data-quote="Buugipopuu" data-source="post: 3193752" data-attributes="member: 41173"><p>My original calculation had it that way, I must have typo'd in the table. I think having a doubling of fall distance translating into +1 VSC leads to falling damage quickly becoming larger than its kinetic energy would suggest, although going by my rules, falling damage isn't very dangerous over human scales and densities. I would recommend converting the first die (or 2 for soft surfaces and 3 for reasonably flowing liquids) into nonlethal damage.</p><p></p><p>I would also suggest altering Tumble and Jump checks that allow counting the fall as X feet shorter to instead remove one damage die per 10 feet negated, and force a DC 15 Reflex save upon landing or have the damage increased by one die step (failure means taking a really bad landing, such as head first) in order to make falling more lethal for low level characters.</p><p></p><p>Density is easy, since things experience the same acceleration due to gravity regardless of their mass, so they simply deal extra damage in the same way that their mêlée attacks do for their density, and it increases terminal velocity as indicated on the (now fixed) table.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 3193752, member: 41173"] My original calculation had it that way, I must have typo'd in the table. I think having a doubling of fall distance translating into +1 VSC leads to falling damage quickly becoming larger than its kinetic energy would suggest, although going by my rules, falling damage isn't very dangerous over human scales and densities. I would recommend converting the first die (or 2 for soft surfaces and 3 for reasonably flowing liquids) into nonlethal damage. I would also suggest altering Tumble and Jump checks that allow counting the fall as X feet shorter to instead remove one damage die per 10 feet negated, and force a DC 15 Reflex save upon landing or have the damage increased by one die step (failure means taking a really bad landing, such as head first) in order to make falling more lethal for low level characters. Density is easy, since things experience the same acceleration due to gravity regardless of their mass, so they simply deal extra damage in the same way that their mêlée attacks do for their density, and it increases terminal velocity as indicated on the (now fixed) table. [/QUOTE]
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How many hp in a block of stone? And what is its falling damage?
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