Movement rate of a falling object

Lord Zardoz

Explorer
Just a random thought.

I know that for a Jump check, if your check result exceeds your permitted movement, you have to complete the movement in the next round, (essentially ending the round in mid jump).

Is there a corresponding rule for falling? Or does a character fall at essentially the speed of light. I suppose such a scenario could be used as a set up for a fight between a player and a villain over a potion of feather fall (Someone must win a grapple and drink it before X rounds is up, otherwise both get to go splat).

I know this can be worked out mathematically, but doing so would cause the movement rate to increase as the player fell. This is D&D, not a Newtonian physics simulator. Still, for those who are curious..

gravity=9.8 m/s^2
D&D terminal falling damage = 20d6 == 200 feet == 60.96 m
60.96 = 9.8 * (time)^2;
sqrt(60.96 / 9.8) = time
2.49407461 seconds = time

so to convert 200 ft of movement taking 2.49407461 seconds into 6 seconds of movement..
6 / 2.49407461 = 2.40570189
200 * 2.40570189 = 481.140378

So a falling rate of 480 or 96 squares in the first round (unless I screwed part of the math). Seems a bit much for D&D for my tastes. Is there a better / more official number out there?


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"physics is a house rule"

500 ft the first round, 1000 ft each following round I believe by the RAW. Not in the SRD, oddly. And my DMG isn't on me.

EDIT: It does match physics pretty well, though :). As you've shown for the 1st round, and 1000 ft/6 seconds is a reasonable terminal velocity for most objects.
 
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I've always had this exact question! My high-level PCs would often teleport high into the air to escape monsters for a few moments, and we had to kinda fudge the falling rate. I'm interested to see how this thread turns out. Destil's suggestion seems good.
 



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