Alternative for falling damage (and other massive dmg effects) [Archive] - Wizards Community

Post/Author/DateTimePost
tridiak

10-09-04, 07:22 AM
Instead of using falling damage for hp, treat it as a special Fort save DC.
If you fail, you are dead or dying.
DR reduces the DC.
Size modifier is used to adjust the DC.
Some relative weight modifier.
If the terrain is "soft", change from d6 to d4, d3 or d2.
Treat Nat 20 as 30, and nat 1 are not auto failures.
Add the strength modifier to the save.

If they make the save, a Str check is made against some DC based on the hardness of what they hit. Depending on the result difference, various wounds and broken limbs occur.

This is just a basic rundown, I haven't thought up any numbers or values or flaws.
Board_Rider

10-09-04, 10:06 AM
That sounds like it could get a bit too elaborate and use a little too much judgement and dice rolling, both can cause headaches.
I do the
1d6 Subdual - 1st 10'
Above + 1d6 "normal" damage - 11 - 20'
Above + 2d6 damage - 21 - 30'
Above + 4d6 damage - 31 - 40'
We're already at 1d6 subdual and 7d6 damage for a 40 foot drop. Its an easy formula and makes PC's fear severe drops.
WWAD

10-09-04, 11:44 AM
How about if you fall a really long way and hit something solid, you die. With all the ways to get feather fall in this game (not to mention the plethora of other flight options) PCs who die from falling need to expereince this demonstration of common sense. 50' of rope, check, 10' pole, check, ring of feather fall, check...