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General Tabletop Discussion
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Proposal -- YAFDHR (Yet Another Falling Damage House Rule)
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<blockquote data-quote="Bladesong" data-source="post: 4452819" data-attributes="member: 20800"><p>I actually like your proposals. The only thing that struck me as odd was the type of roll and the changing of it due to size for falling.</p><p></p><p>I realize that you did not ask for examples of what others do for falling damage…but I am going to include it anyway just as an alternative. <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>Falling does two things to the victim; first it deals a cumulative 1d10 per 10’ fallen (i.e. 10’ fall 1d10, 20’ fall 3d10, 30’ fall 6d10, etc.) to a maximum of 20d10 and is stunned for 1 round per 10’ fallen with a Fort save to halve the stun time (a save on 10’ means no stun effect). Second the fall makes a “touch attack”. Roll 1d20 +1 for each 10’ of the fall; the crit range is 19-20 for 2X damage. If the “attack” hits the touch AC, regardless of whether or not it is a crit, there is a list of conditions that includes things like -2 to Fort saves, -2 to physical actions, movement reduced or halved, -2 to Will saves and finally dropped to -1 hp down and dying to simulate injuries to torso, extremities, head and near fatal injuries which remain in place until every hit point of damage received from the fall is healed. The list of course is a bit longer, but you get the idea (the effects are scaled by distance fallen). As a side note, one of the conditions is also 2d6 CON damage.</p><p>It took the players about 3 minutes to completely understand the mechanics and it has been working great (even so, falls are fairly rare).</p></blockquote><p></p>
[QUOTE="Bladesong, post: 4452819, member: 20800"] I actually like your proposals. The only thing that struck me as odd was the type of roll and the changing of it due to size for falling. I realize that you did not ask for examples of what others do for falling damage…but I am going to include it anyway just as an alternative. ;) Falling does two things to the victim; first it deals a cumulative 1d10 per 10’ fallen (i.e. 10’ fall 1d10, 20’ fall 3d10, 30’ fall 6d10, etc.) to a maximum of 20d10 and is stunned for 1 round per 10’ fallen with a Fort save to halve the stun time (a save on 10’ means no stun effect). Second the fall makes a “touch attack”. Roll 1d20 +1 for each 10’ of the fall; the crit range is 19-20 for 2X damage. If the “attack” hits the touch AC, regardless of whether or not it is a crit, there is a list of conditions that includes things like -2 to Fort saves, -2 to physical actions, movement reduced or halved, -2 to Will saves and finally dropped to -1 hp down and dying to simulate injuries to torso, extremities, head and near fatal injuries which remain in place until every hit point of damage received from the fall is healed. The list of course is a bit longer, but you get the idea (the effects are scaled by distance fallen). As a side note, one of the conditions is also 2d6 CON damage. It took the players about 3 minutes to completely understand the mechanics and it has been working great (even so, falls are fairly rare). [/QUOTE]
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Proposal -- YAFDHR (Yet Another Falling Damage House Rule)
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