Talk:Falling Damage
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New Adjustment
I'm thinking right now, intoxicated, watching Labyrinth… and there should be a rewrite of these rules so that soft landing surfaces (e.g. snow, soft earth) or impediments to your fall (e.g. trees, awnings, glass, thatched roofs) is what offers you the knockout penalties. And only up to a certain height.
Lots of people die after a fall of 16 feet.
NASA says 40 feet is about the beginning of the "assured death" zone.
LD50 states that 50% of fall victims die from a height of 48 ft. A fall of 50 to 60 feet will kill almost anyone.
Really, anything over 100 feet is too much for mortals to survive. But this game doesn't have just mortals, does it?
Other ideas
- A Guard Roll against a DL for the landing surface. Success means half damage.
- This doesn't really sit right. I don't thing there's anything else in the system that halves damage. Okay, after just looking it up, there's two elemental offense spells that offer half damage in case the target is immune to the attacking element, so there seems to be precedent.
- For every 10 feet, you take 1d10 + your Size in damage. When you have more mass, you hit harder. Let's say 5 + your Size without the GM rolling a shitload of d10s.
- Double damage for hard surfaces, half damage for soft surfaces
What about Knockout Track penalties?
Completed
- For every 5 points of the Gymnastics check, 5 feet is deducted from the distance fallen.
- For every 5 points of the Guard check, 10 feet is deducted from the remaining distance fallen in exchange for one stage on the Knockout Track. You cannot deduct more than half of the remaining distance. Once you reach stage 5 on the Knockout Track, you cannot deduct additional distance, no matter the total of the Guard check.
- The remaining distance fallen is the damage you take.
- For every 5 feet, you take 5 points of damage.
- For every 10 feet, you also take damage equal to your Size.
- If you land on a soft surface, you take half damage