Difference between revisions of "Falling"

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[[File:Falling.jpg|left|175px]]
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[[File:Falling.jpg|right|525px|thumb]]
'''Falling''' describes incidents where damage is sustained through free fall, most commonly through failure to make a [[Ability Checks|check]], being [[Stun Lock#Falling Back|forced]] from a ledge or the failure of equipment such as ropes, pulleys or platforms. The table shown attempts to provide details for how much damage is sustained for different sorts of falls, depending upon the distance and what kind of surface is landed on.
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'''Falling''' describes incidents where [[Damage (hit points)|damage]] is sustained through free fall, most commonly due to failure to make an [[Ability Checks|ability check]], being [[Stun Lock#Falling Back|forced]] from a ledge or the failure of equipment such as ropes, pulleys or platforms. Falling creatures plummet at a rapid rate, typically covering the entire distance in a single round unless an ability or effect interrupts their descent. The severity of impact is determined by the distance fallen and the nature of the surface landed on, with greater heights leading to more significant injury.
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__TOC__
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Some spells or class features can mitigate or negate falling damage, such as Feather Fall or Slow Fall. Certain surfaces, like deep water or thick vegetation, may reduce damage, while jagged rocks or solid stone amplify the danger. The following table provides details on how much damage is sustained from different types of falls, based on distance and the nature of the surface landed on.
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Falling is one of the most universally dangerous threats in a campaign, capable of affecting characters regardless of level, class or preparation. Unlike many forms of damage, which can be mitigated through armour, resistances or tactical positioning, falling damage is often absolute and difficult to escape once a descent begins. This makes it one of the few environmental hazards that can immediately threaten even powerful characters.  It's potential to cause instant [[Death|death]] makes falling a persistent danger even for high level characters, if precautions are taken to obtain certain magical items or other protections to ensure they're safe from this threat.
  
 
== Damage from Distance ==
 
== Damage from Distance ==
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
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The table shown provides the amount of damage that a character might sustain based on the height of the fall and the surface landed upon, with angled or softer surfaces resulting in less severe injuries, while harder or irregular surfaces increase the overall danger and potential harm.
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'''Flat, hard''' surfaces are firm, unyielding ground types that offer minimal cushioning, typically comprising packed earth, wood or stone. These surfaces are generally level or slightly sloped, causing the full force of impact to be absorbed directly by the falling character. The absence of loose material or obstacles prevents further injury beyond the base falling damage.
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{| class="wikitable" style="float:right; margin-left: 25px; text-align: center; background-color:#d4f2f2;"
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|+Falling Damage Table
 
! rowspan="2"|Surface fallen<br>upon !! colspan="6"|Total damage sustained from height
 
! rowspan="2"|Surface fallen<br>upon !! colspan="6"|Total damage sustained from height
 
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'''Flat, hard''' surfaces are level or marginally sloped, with a composition of packed earth, wood or stone, while lacking surface material that would cause additional damage.
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'''Hard 30° slopes''' consist of solid wood or stone but allow some deflection upon impact. As the body strikes the angled surface, it begins to roll or slide, dispersing the energy of the fall over a greater distance. This mitigates damage by reducing the immediate shock of the collision, especially for shorter falls.
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'''Hard 45° slopes''' provide similar deflection, but due to the steeper angle, the tumbling motion results in additional impacts along the descent. While this deflection reduces damage for low to moderate falls, higher falls may still result in significant injury due to repeated jarring contacts.
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'''Scree''' describes uneven slopes made up of loose rock fragments or debris. These surfaces yield slightly upon impact, cushioning the fall compared to flat, hard ground. However, the instability of scree can cause a character to slide or tumble unpredictably, potentially altering their position or causing minor scrapes and bruises.
  
'''Hard 30° slopes''' are composed wood or stone and allow some deflection, so that as the body hits the surface it also rolls, so that it suffers less damage overall.
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'''Soft''' surfaces, such as hay, mulch, wet soil or sand, provide the most natural cushioning. These materials absorb much of the force from a fall, greatly reducing damage. Their softness allows for more gradual deceleration, making them the safest option for landing after a descent.
  
'''Hard 45° slopes''' also allow deflection, but jarring additional contacts are expected as the body tumbles downwards along the surface; overall, the damage is better improved for lower falls than higher ones.
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'''Water''' surfaces require sufficient depth to prevent serious injury. If the water's depth is at least 20% of the distance fallen, the surface is treated as soft, offering substantial protection from impact. For depths around 10% of the fall distance, the water still cushions the fall but less effectively, treating it as scree. Falls into shallow water below this threshold result in damage similar to landing on a hard surface due to the abrupt stop.
  
'''Scree''' describes slopes composed of loose fragments, usually rock, that will give when fallen upon, moderately lessening the damage received from falling on a hard surface.
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== Damage from Surface Elements ==
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Falling damage is not only affected by height and angle but also by the nature of the surface encountered during impact. Uneven terrain, obstacles and obstructions can significantly alter the severity of injuries sustained. When a character falls onto a surface with additional hazardous elements, the standard damage calculation is modified to account for the increased risk of injury. Jagged or irregular features can cause more severe trauma, while objects encountered mid-fall may slow descent but introduce further impact force. The following adjustments are applied when these elements are present:
  
'''Soft''' surfaces are level or marginally sloped, with hay, mulch, matted wet ground or sandy.
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:* If the surface is '''regular, with fist/head-sized rocks''', replace the indicated dice with an '''8-sided'''.
  
'''Water''' surfaces must have a depth of at least 20% of the distance fallen; if the depth is at least 10% of the distance fallen, treat as "soft;" otherwise, treat as "scree."
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:* If the surface is '''irregular, with boulders or trees''', replace the indicated dice with a '''10-sided'''.
  
== Damage from Surface Elements ==
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:* If the fall occurs '''through tree limbs''' or other like obstructions, replace '''two''' of the indicated dice with 10-sided.
In addition to the angle of surface, adjust the amount of damage done when the following elements occur:
 
:*If the surface is '''regular, with fist/head-sized rocks''', replace the indicated dice with an '''8-sided'''.
 
:*If the surface is '''irregular, with boulders or trees''', replace the indicated dice with a '''10-sided'''.
 
:*If the fall occurs '''through tree limbs''' or other like obstructions, replace '''two''' of the indicated dice with 10-sided.
 
  
 
== Jumping ==
 
== Jumping ==
Deliberate attempts to jump, without skill in [[Cliff Diving (sage ability)|diving]], grants a [[Ability Checks|dexterity check]] for every 10 ft. distance attempted. For example, a 50 foot distance would allow the character to make 5 checks. For every successful check made, the jumper is allowed to remove one die from the pool of dice that are to be rolled to determine damage.  Making a jump assumes the expenditure of an action point on the character's turn.  Involuntary falls cannot be reinterpreted as "jumps."
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Deliberate attempts to jump, without skill in [[Cliff Diving (sage ability)|diving]], grants a [[Ability Checks|dexterity check]] for every 10 ft. distance attempted. Unlike an uncontrolled fall, a conscious effort to control one's descent allows a character to reduce potential damage. For example, a 50-foot distance would allow the character to make 5 checks.
  
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For every successful check made, the jumper is allowed to remove one die from the pool of dice that are to be rolled to determine damage. This represents the ability to adjust body position, distribute impact force or aim for a safer landing. Making a jump assumes the expenditure of an action point on the character's turn. However, involuntary falls cannot be reinterpreted as "jumps," meaning that characters who are pushed, lose their footing or otherwise drop unexpectedly receive no such benefit.
  
See Also,<br>
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 +
See also,<br>
 
[[Injury]]<br>
 
[[Injury]]<br>
 
[[The Adventure]]
 
[[The Adventure]]
 +
 +
[[Category: Reviewed]]

Latest revision as of 17:03, 17 February 2025

Falling.jpg

Falling describes incidents where damage is sustained through free fall, most commonly due to failure to make an ability check, being forced from a ledge or the failure of equipment such as ropes, pulleys or platforms. Falling creatures plummet at a rapid rate, typically covering the entire distance in a single round unless an ability or effect interrupts their descent. The severity of impact is determined by the distance fallen and the nature of the surface landed on, with greater heights leading to more significant injury.

Some spells or class features can mitigate or negate falling damage, such as Feather Fall or Slow Fall. Certain surfaces, like deep water or thick vegetation, may reduce damage, while jagged rocks or solid stone amplify the danger. The following table provides details on how much damage is sustained from different types of falls, based on distance and the nature of the surface landed on.

Falling is one of the most universally dangerous threats in a campaign, capable of affecting characters regardless of level, class or preparation. Unlike many forms of damage, which can be mitigated through armour, resistances or tactical positioning, falling damage is often absolute and difficult to escape once a descent begins. This makes it one of the few environmental hazards that can immediately threaten even powerful characters. It's potential to cause instant death makes falling a persistent danger even for high level characters, if precautions are taken to obtain certain magical items or other protections to ensure they're safe from this threat.

Damage from Distance

The table shown provides the amount of damage that a character might sustain based on the height of the fall and the surface landed upon, with angled or softer surfaces resulting in less severe injuries, while harder or irregular surfaces increase the overall danger and potential harm.

Flat, hard surfaces are firm, unyielding ground types that offer minimal cushioning, typically comprising packed earth, wood or stone. These surfaces are generally level or slightly sloped, causing the full force of impact to be absorbed directly by the falling character. The absence of loose material or obstacles prevents further injury beyond the base falling damage.

Falling Damage Table
Surface fallen
upon
Total damage sustained from height
4-6 ft. 7-12 ft. 13-20 ft. 21-30 ft. 31-40 ft. 41-50 ft.
Flat & hard 1d4 1d6 3d6 6d6 10d6 15d6
Hard 30° slopes 1d2 1d6 2d6 5d6 7d6 11d6
Hard 45° slopes nil 1d4 2d6 4d6 6d6 10d6
Scree nil 1d4 2d6 4d6 5d6 8d6
Soft nil 1d3 2d4 3d6 4d6 6d6
Water nil nil 1d6 2d6 3d6 5d6

Hard 30° slopes consist of solid wood or stone but allow some deflection upon impact. As the body strikes the angled surface, it begins to roll or slide, dispersing the energy of the fall over a greater distance. This mitigates damage by reducing the immediate shock of the collision, especially for shorter falls.

Hard 45° slopes provide similar deflection, but due to the steeper angle, the tumbling motion results in additional impacts along the descent. While this deflection reduces damage for low to moderate falls, higher falls may still result in significant injury due to repeated jarring contacts.

Scree describes uneven slopes made up of loose rock fragments or debris. These surfaces yield slightly upon impact, cushioning the fall compared to flat, hard ground. However, the instability of scree can cause a character to slide or tumble unpredictably, potentially altering their position or causing minor scrapes and bruises.

Soft surfaces, such as hay, mulch, wet soil or sand, provide the most natural cushioning. These materials absorb much of the force from a fall, greatly reducing damage. Their softness allows for more gradual deceleration, making them the safest option for landing after a descent.

Water surfaces require sufficient depth to prevent serious injury. If the water's depth is at least 20% of the distance fallen, the surface is treated as soft, offering substantial protection from impact. For depths around 10% of the fall distance, the water still cushions the fall but less effectively, treating it as scree. Falls into shallow water below this threshold result in damage similar to landing on a hard surface due to the abrupt stop.

Damage from Surface Elements

Falling damage is not only affected by height and angle but also by the nature of the surface encountered during impact. Uneven terrain, obstacles and obstructions can significantly alter the severity of injuries sustained. When a character falls onto a surface with additional hazardous elements, the standard damage calculation is modified to account for the increased risk of injury. Jagged or irregular features can cause more severe trauma, while objects encountered mid-fall may slow descent but introduce further impact force. The following adjustments are applied when these elements are present:

  • If the surface is regular, with fist/head-sized rocks, replace the indicated dice with an 8-sided.
  • If the surface is irregular, with boulders or trees, replace the indicated dice with a 10-sided.
  • If the fall occurs through tree limbs or other like obstructions, replace two of the indicated dice with 10-sided.

Jumping

Deliberate attempts to jump, without skill in diving, grants a dexterity check for every 10 ft. distance attempted. Unlike an uncontrolled fall, a conscious effort to control one's descent allows a character to reduce potential damage. For example, a 50-foot distance would allow the character to make 5 checks.

For every successful check made, the jumper is allowed to remove one die from the pool of dice that are to be rolled to determine damage. This represents the ability to adjust body position, distribute impact force or aim for a safer landing. Making a jump assumes the expenditure of an action point on the character's turn. However, involuntary falls cannot be reinterpreted as "jumps," meaning that characters who are pushed, lose their footing or otherwise drop unexpectedly receive no such benefit.


See also,
Injury
The Adventure