How much damage can I take by running headfirst into a wall?

1d3+strength bonus, vs. hardness of the clay. Damage comes off of the clay first.

Either way the character has the dazed condition for a number of rounds equal to half of the damage done. (A tweeting bird? The rabbit gets clonked, the rabbit sees stars! Not a tweeting bird!)

The Auld Grump
 

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It's basically falling damage, but with the force horizontal to the surface. It comes down to one solid impacting another. Both take damage, but due to the wall's hardness/AC it will likely be negligible.

Damage to the character depends upon speed then.
Walking = 0
Hustling (x2, but halved in combat) = say, 1d6.
Running = 2d6 then (maybe 1d6+2 for a x3 run)

Faster speeds increase damage and may even begin to affect the wall significantly (minimum 1 HP). It all depends upon the relationship of factors your game is accounting for.
 

Eventually though you'd be running at full speed and the extra feet beyond what it took to reach that point would mean nothing as far as damage goes. How long does it take to get up to full speed at a run. Probably only 20 or 30 feet.

I just pulled a number out of my bag of holding.

But you'd think that it would be akin to a bull rush (at least ten feet) and the damage is based on 'how fast' (running x3 or x4 normal movement?)

id say x3 would be d4s since its less over all speed
but for x4 id have to say a d6

of course.... if we really wanted to get into this, use falling damage as a base.
An object falls at (9.80665 m·s−2 [approx. 32.174 ft·s−2]) which would mean that a character would have to be moving roughly 180 per round. So we're looking now at a monk. For every ten feet at 180 feet per round (round 32.174 to 30 feet, multiply by 6 [6 seconds per round]) to take 1d6 per ten feet charged.

So when adjusting I have no clue what to do. I do; however, believe those numbers for ft per second are accurate.

we would also need to take weight into acount, of course, this would be charging full speed into the wall...which I (as DM) would have you take 1d4 damage and make a fortitude save (DC bleh) or be stunned. Since...if youve ever run into a wall, you're a little shaken up after.
 

I really think this is a case where someone should try it and find out.

Volunteers?

strangely i have done this (i'm kind of a tyler durden... don't ask) chipped a tooth, but no lasting effects, not even a concussion.
I would say when hurting oneself (if you've ever tried it) you've got to seriously fight your own instincts and its difficult to not pull your punches.
I would say less than a deliberate club thwack...
maybe a willpower check offset? can you charisma yourself? maybe there were some lasting effects after all :confused:
 

I'd go 1d6 - the same as one 10-foot increment of falling damage.

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I really think this is a case where someone should try it and find out.

Volunteers?

:) Amusingly, the thread title seems to imply that Noumenon is going to be running into a brick wall himself... in which case the damage could be broken nose, broken teeth, broken jaw, lots of bruises, and possible brain damage, so I would recommend not doing it...
 

:) Amusingly, the thread title seems to imply that Noumenon is going to be running into a brick wall himself...

Yeah, I just wanted to know how much damage can I take before I pass out from hitting my head too hard, and all these answers like "the same as a club" and "1d6" just have me hitting myself on the head with various weapons and dice for comparison purposes. I can tell you if it's going to hurt as much as falling ten feet onto my head again, I can't take it.
 

Your speed is reduced if you can't see and you can't charge if your speed is reduced.

Otherwise a CDG with the wall having a damage die of 1d6 seems reasonable. Mud acting as DR 10/-.
 

I'd agree with the d6 per 10' similar to falling damage. I suppose you could give them their strength modifier if they really want to throw themselves into it.
 

I'll throw a twist out there. HP is all about using skill, luck, etc to avoid damage. It seems to me if someone is going to consciously INFLICT damage to themselves, then it bypasses HP and goes to Con (knock a point or two off, recover naturally).

(others have used falling damage as an example, but many people also argue that intentially jumping off a cliff just because you have enough HP is against the spirit of the rules and adjudicate accordingly).
 

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