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Request for thoughts on falling damage change
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<blockquote data-quote="cooperjer" data-source="post: 7116349" data-attributes="member: 6862150"><p>I like some of the systems I've seen in this thread. In my game I use a simple set of equations with a save. The goal was not to simulate reality, but to allow a low level character to have some risk from falling a short distance (10-20 ft.) but know that falling too far is deadly. This system was created after a game in which I had combat mid-air (500-ft) on dragon back and a PC warlock fell off the dragon, stood up and walked away. I reviewed how this would affect a barbarian and concluded I needed a change.</p><p></p><p>Falling</p><p>The damage type is gravity damage. It cannot be resisted. (This addresses the barbarian resistance. There are probably more elegant ways to address it).</p><p></p><p>Damage rolls: 1d6 / 10 feet with a maximum of 20d6.</p><p>Multipliers: Multiply the damage based on how far the character falls by Feet/40 + 1 round down. Examples ( up to 39ft = x1, 40 to 79ft = x2, 80 to 119ft = x3, 120 to 159ft = x4, 160 to 199ft = x5, ...)</p><p>Ability check for half damage: A character can make an Athletics or Acrobatics ability check with DC = Feet fallen / 3 round down, maximum of 30. (I wanted to use both Athletics and Acrobatics to prevent Dex characters from dominating this; plus Athletics is strongly related to jumping in the rule set.)</p><p></p><p>I think the math works out that a high level character can fall from a tall height and still survive which allows for the heroic landing, but the player will most likely be put into a position of making a choice if they are read for combat or want to hide until a short rest is completed.</p><p></p><p>I haven't had to use these rules as of yet. The characters are currently in Princes of the Apocalypse but they are in the water node. If they make it to the earth or air node I might get to use the rules.</p></blockquote><p></p>
[QUOTE="cooperjer, post: 7116349, member: 6862150"] I like some of the systems I've seen in this thread. In my game I use a simple set of equations with a save. The goal was not to simulate reality, but to allow a low level character to have some risk from falling a short distance (10-20 ft.) but know that falling too far is deadly. This system was created after a game in which I had combat mid-air (500-ft) on dragon back and a PC warlock fell off the dragon, stood up and walked away. I reviewed how this would affect a barbarian and concluded I needed a change. Falling The damage type is gravity damage. It cannot be resisted. (This addresses the barbarian resistance. There are probably more elegant ways to address it). Damage rolls: 1d6 / 10 feet with a maximum of 20d6. Multipliers: Multiply the damage based on how far the character falls by Feet/40 + 1 round down. Examples ( up to 39ft = x1, 40 to 79ft = x2, 80 to 119ft = x3, 120 to 159ft = x4, 160 to 199ft = x5, ...) Ability check for half damage: A character can make an Athletics or Acrobatics ability check with DC = Feet fallen / 3 round down, maximum of 30. (I wanted to use both Athletics and Acrobatics to prevent Dex characters from dominating this; plus Athletics is strongly related to jumping in the rule set.) I think the math works out that a high level character can fall from a tall height and still survive which allows for the heroic landing, but the player will most likely be put into a position of making a choice if they are read for combat or want to hide until a short rest is completed. I haven't had to use these rules as of yet. The characters are currently in Princes of the Apocalypse but they are in the water node. If they make it to the earth or air node I might get to use the rules. [/QUOTE]
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