Accelerated crash.. [Archive] - Wizards Community

Post/Author/DateTimePost
Newb_Disciple

02-28-08, 12:19 PM
I have a question, is there or could there be rules for damage base on a creatures accelerated movement. In the example, say a griffon with a fly speed of 80. If it was to dive bomb towards the a character on the ground from 60' give or take and the character side step or get out of the way. Does the griffon take extra damage for diving straight into the ground?

Base on SRD falling rules, 20d6 is the max damage base on falling at terminal velocity..... So
icuall

02-28-08, 01:25 PM
I have a question, is there or could there be rules for damage base on a creatures accelerated movement. In the example, say a griffon with a fly speed of 80. If it was to dive bomb towards the a character on the ground from 60' give or take and the character side step or get out of the way. Does the griffon take extra damage for diving straight into the ground?

Base on SRD falling rules, 20d6 is the max damage base on falling at terminal velocity..... So

IMO...impacting the ground at terminal velocity would not matter if you are intentionally diving or falling, the terminal velocity takes priority.

In your case, at point of impact, your griffon can accellerate to 160' per round (Fly Speed multiplied by 2 for Down Speed). To keep it simple I would rule that 160' would be its speed at that point when it hits the ground and calculate damage at that point.
Newb_Disciple

02-28-08, 02:25 PM
IMO...impacting the ground at terminal velocity would not matter if you are intentionally diving or falling, the terminal velocity takes priority.

In your case, at point of impact, your griffon can accellerate to 160' per round (Fly Speed multiplied by 2 for Down Speed). To keep it simple I would rule that 160' would be its speed at that point when it hits the ground and calculate damage at that point.

But how much damage would that be calculated? Would i take the size of the creature (large) and use the rules for falling object, and use newtons third law and apply the amount of damage back onto itself? 2d6 + d6*( distance/10) + str mod*(N d6 base on the distance)?? OK it looks like i'm making stuff up atm..
Pepitom

02-28-08, 02:29 PM
Well, the rate an item falls (in the real world) is 32' per second/per second. so if you dove, that doesn't matter, but in case say you try to stop, there might be a chance you lose control. the creature would have to have a readied action against your dive, if they don't and just move in between rounds then you have time to react and change your direction.
Not sure what you're completely stating, if the griffin is diving at the creature and moves 80' then the creature it is diving at moves?
ZiggZagg

02-28-08, 02:33 PM
There is no need to introduce physics into this. If he dive bombs from 60', misses, and you want to roll damage for hitting the ground, then just do the standard 1d6/10ft fallen, so 6d6. Keep it simple.
mvincent

03-03-08, 05:46 PM
From the Rules of the Game (http://www.wizards.com/default.asp?x=dnd/rg/20040706a) (if desired):
"Colliding with an Obstacle: Here's another place where the rules don't help much, so here are some more unofficial suggestions.

If you fly into an obstacle and you cannot land there, you must make a Reflex save (DC 15) to avoid damage. If you fail the save, you and the object you strike take damage as though an object of your weight fell a distance equal to half your flying speed before you hit. (If it isn't clear what your speed before the collision was, use your flying speed during your previous turn.) If the object you hit has a hardness of 6 or less, you take nonlethal damage (the object takes normal damage)."