04-03-2014, 10:20 AM | #11 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Making falling damage more lethal
Part of the problem is that falling damage isn't uniformly low -- it's low for long falls. If you fall 3' (basically, your falling distance if you trip and fall), your falling velocity is 5, which for a 10 hp person falling onto a hard surface translates as 1d6 damage. That's already probably unrealistically high, while you can get significantly hurt by a fall of that distance, you have a pretty substantial chance of not more than scrapes and bruises. Thus, anything that boosts falling damage should really only do so for longer falls. One idea: a fall has a 'ST' of (HP x Velocity / 10, or /5 for hitting a hard immobile surface; it does Thrust damage for that ST). That would convert a terminal velocity fall (move 60, HP 10) to 13d, while the 1 hex fall (move 5, HP 10) would be 1d-2.
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04-03-2014, 12:06 PM | #12 | |
Join Date: Nov 2006
Location: Heartland, U.S.A.
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Re: Making falling damage more lethal
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Tags |
falling, falling damage, houserules, injury |
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