Why a 20-die cap on falling damage?

Quasqueton

First Post
Why is there a 20 die limit on falling damage? Why does a fall from 300 feet not do 30d6 damage?

Can't say anything about terminal velocity and real science, because: 1 terminal velocity comes well before 200 feet; 2 nothing else about the D&D mechanics strictly follow scientific/physical principles.

Is there a game balance reason for the 20d6 cap on falling damage? There are spells that go beyond 20 dice.

Quasqueton
 

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Terminal velocity does *not* come before 200 feet; if I remember correctly, it actually comes right around 210. You have to fall for several seconds before hitting terminal velocity, and the amount you fall each second increases.

I've done the math on it, but I'm not a supporter (the shame!); if you do a search on "terminal velocity" you'll find several threads on the subject.
 


I can see a few reasons right away:

Spells like Reverse Gravity would become much more dangerous if you didn't cap it.

A 12th level fighter riding a flying mount will not die most of the time if his mount is killed and he falls from any distance.

I think these are mostly balance issues.

In previous editions of the game, one suggested system was:

Height/ Damage

10'= 1d6
20'= 3d6
30'= 6d6
40'= 10d6
50'= 15d6
60'= 21d6

And it topped at 21d6.
 
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The fact that people can, abeit very rarely, survive extreme falls might be a reason to start all damage dice for falling at 1hp. For example:

10'= 1d6
20'= 3d6-2
30'= 6d6-5
40'= 10d6-9
50'= 15d6-14
60'= 21d6-20

You still get your bell curve, with most fallers taking a certain, extreme amount of damage, but there will be occasional blessed people who roll a 1 on every die for their 21d6... and end up suffering 1 point of damage.
 

Where do people get the value of terminal velocity at 200ft. I was watching some educational channel over the weekend, and they had a skydiver who reached terminal velocity at 55m/s (~180ft/s). This happens after about 5.6 seconds, at a distance of about 508ft (155m).

I got these last numbers by backing out the speed values without air resistance, not entirely accurate, but close enough. They also correspond to my (limited) experience skydiving.

BTW, the skydiver landed at 5m/s (~16ft/second), or about what you would get from jumping down 8 ft.

So applying this to D&D, the first 10ft should do no damage. Then 1d6/10' for the next 500 ft. Maximum 50d6. Or 1d6/20' for next 500', Maximum 25d6.
 

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