Fleetwood C. DeVille
Explorer
Falling damage has been a problem throughout D&D's history. The reason is that we use hit points to measure both physical toughness and a character's defensive abilities. But we also have an intuitive sense that skill at defending yourself in combat shouldn't enable you to survive a thousand-foot fall.
So I'm not sure the problem can be solved by tinkering with the amount of damage dealt. Yes, you can crank up the damage so that high-level characters must fear a fall; but then lowbies will die any time they trip over a rock.
D&D does have a mechanism for effects that bypass your defensive abilities: The saving throw, which is now basically the same as an ability check. If I were setting out to "fix" falling damage, that's where I would look. Something like:
When you fall, you land prone and must make a DC 10 Acrobatics check. If you fail, you suffer the effect listed below. If you succeed, the effect is one level less severe; on a natural 20, it's two levels less severe; on a natural 1, it's one level more severe.
0-9 feet: No effect
10-19 feet: Damage equal to your hit dice/level
20-39 feet: Damage equal to half your maximum hit points
40-79 feet: Reduced to 0 hit points
80-149 feet: Reduced to 0 hit points and 2 failed death saves
150+ feet: Instant death
Stealing this method for my game.
You've earned a Hollywood shower.