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<blockquote data-quote="JackMann" data-source="post: 8922452" data-attributes="member: 7038283"><p>To be fair to Gygax, it was capped at 20d6 (which you'd reach just after 60' fallen).</p><p></p><p>Funnily, in the first printing of the rules, it was the more modern flat 1d6 per 10'. Gygax had written "1d6 per 10’ for each 10’ fallen," meaning a cumulative increase. But someone had misunderstood and thought it was redundant, so it went to print with just "1d6 for each 10' fallen."</p><p></p><p>As Staffan pointed out, the impact is fairly linear, so 1d6 per 10' reflects that better. Though, the amount of <em>injury </em>isn't necessarily going to line up perfectly with the linear increase in energy. </p><p></p><p>If I wanted to come up with a better system, I'd probably look at how the odds of serious injury go up as height increases. I also probably wouldn't tie it directly to a set damage, but maybe make it a save vs. death and a save vs. injury (say, half your hit points and maybe some broken bones as a status effect), to try and avoid the problem of "your average person can't survive any falls," vs. "your average 6th level player character is only momentarily inconvenienced by gravity."</p><p></p><p>The odds of an average person surviving a fall of 48' is about 50%. At 84 feet, it's 10%. So, toss those numbers around some average saves and tune from there.</p></blockquote><p></p>
[QUOTE="JackMann, post: 8922452, member: 7038283"] To be fair to Gygax, it was capped at 20d6 (which you'd reach just after 60' fallen). Funnily, in the first printing of the rules, it was the more modern flat 1d6 per 10'. Gygax had written "1d6 per 10’ for each 10’ fallen," meaning a cumulative increase. But someone had misunderstood and thought it was redundant, so it went to print with just "1d6 for each 10' fallen." As Staffan pointed out, the impact is fairly linear, so 1d6 per 10' reflects that better. Though, the amount of [I]injury [/I]isn't necessarily going to line up perfectly with the linear increase in energy. If I wanted to come up with a better system, I'd probably look at how the odds of serious injury go up as height increases. I also probably wouldn't tie it directly to a set damage, but maybe make it a save vs. death and a save vs. injury (say, half your hit points and maybe some broken bones as a status effect), to try and avoid the problem of "your average person can't survive any falls," vs. "your average 6th level player character is only momentarily inconvenienced by gravity." The odds of an average person surviving a fall of 48' is about 50%. At 84 feet, it's 10%. So, toss those numbers around some average saves and tune from there. [/QUOTE]
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