By continuing to use our site, you consent to our use of cookies. 400 -800 lb 8 ft. 20d6 Doesn’t quite do everything I want, but a quick and easy hack if you want to make falls more dangerous using strictly the Rules As Written. If he doesn’t see you I would make you do a DC 15 Athletics check to hit him. If I had a player that wanted his goliath character to throw boulders I might use the homebrew “Boulder as a weapon” I found here: 90 ft – 45d6 (157.5) Fall damage 5e. one round, falling about 580 feet in the process. 9 ft. 20d6 Therefore be sure to communicate to your players beforehand if you intend in testing out these revisions…. even if we don’t consider continue to reduce the fall increments, but only double max damage as weight double: https://olddungeonmaster.wordpress.com/2015/08/26/dd-5e-house-rules-falling/. In the end, although this leaves my character prone after doing it, she will probably try doing it again. for example: Now 50d6 is still only 175 hit points of damage on average, while nothing has changed about surviving a 100 foot fall… which should be way more deadly than taking 35 hit points of damage on average. ), then I don’t think jumping vs. falling makes much difference. Fill in your details below or click an icon to log in: You are commenting using your WordPress.com account. Now that we know this, we have a better scientific measurement of at which height we should cap the damage, and we also know how far someone falls in one round of combat (always useful! That is a lot less than any giant’s thrown rock damage and seems to me to be about right. Press question mark to learn the rest of the keyboard shortcuts. Weapon and armor proficiency. 800-1600 lb 4 ft. 20d6 … So I was thinking about falling damage recently, and specifically about how little danger falling represents to characters of a certain level, no matter how high the drop. And drop it down on those below (cliff, wall, ravine, etc.) Third, The rule says that your character receives 1d6 points of damage per 10 feet fallen, to a maximum of 20d6. Not one for lovers of simplicity but if you like a touch more realism or get a thrill from narrowly escaping death then I’m all for this one. Final thought: I guess the fall from the plane/dragon could be a DC 30 checkpoint on a saving throw or ability check. I have a cockemamy scheme to defeat the big bad by my Aarakorcan rogue character with a Str. Q: Do monsters that are immune to bludgeoning damage take fall damage? Overall there’s no super tidy way to do it, it seems – I’m not even a huge fan of my own solutions! I’m not going to do the math, but at first glance this looks workable. Terms of Service and Privacy Policy Update. Alternatively, maybe your warrior PCs can find some sort of cool ‘Attack on Titan’ style grappling device. … There are a few things more satisfying than doing a bit of fantasy parkour in your D&D session… as far as I’m aware (please correct me in the comments if I’m wrong! 1 – To directly address your question. 1d6 for every 10 feet falling distance (Want your PCs to feel more badass… if they pass their Acrobatic check by 5 they take no damage!). ( Log Out /  I would normally only allow creatures with a size of “large” use a boulder as a weapon. But I might make an exception and also allow goliaths. Unearthed Arcana + Homebrew). Excellent point. One advice I could give, if you can’t find a fixed solution that works for you in multiple scenarios, is simply to stress to players [both out of game ‘hey guys, I’m going to be ad libbing some more dangerous falling rules in this adventure’… and in game ‘you sidestep the minotaur’s axe, and the rope bridge sways beneath your feet… a glimpse down tells you that falling into the gorge would mean almost certain death’] that falling is going to be more dangerous in your campaign and then ad lib a ruling appropriate as per the occasion. Several people have talking about having their character fall onto a creature to do damage to that creature. That’s probably what Jeremy Crawford would want . If I was the DM, I might rule that your falling damage doesn’t change, but the damage you do to someone you fall on is double the amount you receive. I usually do xd6 bludgeoning damage. That would make things more lethal, which is fine to me — I’m just worried it might be too lethal. If its bludgeoning, would a raging barb take half damage? 3d6 for every 10 feet falling distance The Gygax method makes a lot of sense! This does not take into consideration your character’s weight. P.S. 100-150 ft/round — 2d6 for a 200 pound object Our way of saying thanks! You also can’t glide if you fall less than 500 feet. The creature lands prone, unless it avoids taking damage from the fall. 200 -400 lb. Certainly not the massive difference you’re proposing in your rules there…. 400 -800 lb 6 ft. 20d6 …. 60 ft – 21d6 (73.5) That makes it almost impossible for you to jump high enough to do falling object damage to him. While if you’ve got as many as 50 HP you’re almost immune from instant death by cliff jump, as you’d need to receive 100 damage to die outright (from a maximum of 20d6)… at least if you were on full HP when you took your tumble. Before you know it, all of the PCs and all of the monsters might be spending their time trying to figure out how they can drop extra heavy objects from high distances and forgoing all other forms of combat. Me personally, I like the gonzo interpretation of 1d6 per ten feet for every ten feet fallen. step 2. 800-1600 lb 5.5 ft. 20d6 When you make a standing high jump, you can jump only half that distance. So 10' = 1d6, 20' = 3d6, 30' = 6d6, and so on. I don’t think that I would do that. When I drop 20 feet on a kobold it should die … could we expend the table for higher weight ? Pingback: D&D 5E – Falling Objects — | MEASURELESS EONS. Conveniently for D&D players, a falling human reaches terminal velocity after about 6 seconds (at least according to this gentleman…), i.e. In other words, even if you’ve got a measly 35 hit points you have a great chance of surviving ANY fall in the game. damage from every die… i.e. – so on your table a 200 fott abush is max 20d6 = good (and yes, obviously rules for attack, and So if the victim was capable of carrying 900 lbs., it’s basically just “do they catch me”, right? As a DM I would require you to make an attack roll to hit the target. So the DM would be justified in not allowing it at all. Cleaver idea. thanks you my friend. Also I prefer to keep it simple where I can. Note that this completely ignores the above table. Our DM used the stats on this article for that. in the hands of the prepared… (1 round, 2 PC’s, ambush): For objects weighing 200 pounds or more, the object deals 1d6 points of damage, provided it falls at least 10 feet. So the question is, how long does it take me to hit the ground? Yeah, it's 1d6 per ten feet fallen up to a maximum of 20d6 I believe. So a naked storm giant can carry a single stone of 1740 pounds without being encumbered (29*15*2*2) If he drops it from a height of 30ft we get 3d6 from the fall and 8d6 from the extra weight damage to a maximum of 66 points of damages very close to 57. This would also fix the problem of overly long battles, which is a frequent problem for some DMs. It is still a clever idea though. Also what happens when someone falls 230 feet… that’s a 15 minute break to calculate the damage! 1d6 for medium falls, 2d6 for longer falls or so. 100 ft – 55d6 (192.5). Comment* Why? A place to share thoughts and ideas about Dungeons and Dragons. When the fighter with the warhammer hits a commoner he smacks them in the head and crushes their skull, but when he goes to hit the NPC swashbuckler (66 hit points, from Volo’s Guide to Monsters) and succeeds, the swashbuckler’s EXPERIENCE means that, what would be a deadly blow for average joe, is just a painful one for a savvy swordsman whose skill enables him to deflect or dodge the brunt of the damage. Roll20 uses cookies to improve your experience on our site. If they fail they take max. 8.5 ft. 20d6 Because fuck Death Knights, that’s why. …. So it will have to fall 200 feet to do 20d6 damage. some interesting ideas, but why does everyone want to throw their characters at enemies? I was thinking about using that as default fall damage; and allowing for a check (probably based on your Acrobatics DC, and using Athletics as well because DEX is already to overpowered and STR need some love) to roll RAW fall damage when in control of the fall. 3,000 lb or more 5d6 for every 10 feet falling distance. I will rule that a PC who fails their Hard Fall save, but survives, is stunned for a number of rounds equal to the amount they failed their save by. All rights reserved. document.getElementById("comment").setAttribute( "id", "a06c516a60c178e64e601d6b450aa77e" );document.getElementById("ca76e8d622").setAttribute( "id", "comment" ); Notify me of follow-up comments by email. at 500 feet, instead of at 200 feet in RAW). Now, if your DM agrees that when you drop 20 feet onto a kobold it should die I have no problem with that. The PHB says you get 1d6 points damage from a fall of 10ft + 1d6 additional damage for each 10 feet if fall after that, to a maximum of 20d6. 1600-3200 lb 4 ft. 20d6 step 1. I see your point, but in combat you can rationalise this quite easily. 400 -800 lb 10 ft. 40d6 3200-6400 lb 10 ft. 320d6. In Stable Free Fall Position (lying belly-to-the-earth). Perhaps by allowing the check to differentiate both damages — but that would override the difference I designed between falling and jumping. I do agree with your DM that this will leave you prone if you hit or if you miss. It’s too cumbersome to fix every aspect of weapons and damage, but a simple solution could be to cap/limit HP for both heroes and baddies. 200 lbs. So you’d probably have write the table out in full and have it handy if you did go with the original G. I have some thoughts on what you say here: “Basically, Gygax damage when you fall and 5e damage when you jump (if you manage to pass the check).”, The problem is that once you get much over 30, 40 or maybe 50 feet (which is already really high… stand on top of a 3-5 floor building and look down! Here is the rule for jumping “When you make a high jump, you leap into the air a number of feet equal to 3 + your Strength modifier if you move at least 10 feet on foot immediately before the jump. This is why on my table I have set the maximum damage to 20d6. A place to share thoughts and ideas about Dungeons and Dragons. Have fun and may all your d20s be critical hits. Enter your email address to follow this blog and receive notifications of new posts by email. It is showing how far an object of different weights has to fall in order to do 1d6 points of damage. Object Weight Falling Distance Maximum damage a 100 foot fall does 60 damage, no rolling required. Normally in the case of “falling objects” one would elect to treat the object as an improvised weapon based on its size category. And any object that falls less than 10 feet does no damage from the fall itself, but your DM may rule that it does some other type of damage depending on the object and the situation. If HP literally just equal life force, then that wouldn’t really change, but it equals many things. Battling on a cliff edge or rope bridge should be a nerve wracking, even terrifying, affair… as should riding a griffon or dragon, or even taking too many chances with the fly spell (which requires concentration remember!). I would typically allow a character to make a DC 15 DEX saving throw to jump out of the way and take no damage. the dice!). D&D is pretty immersion breaking when it comes to being able to act normally under testing circumstances… and I’m ok with that most of the time. And a character receives no damage from a fall of under 10 feet.

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