- Falling with more than half your encumbrance slots full moves the damage dice up a step in severity. Being fully encumbered moves it up two steps, and being over-encumbered does extra damage equal to your greed. By greed I mean extra slots, but let's call it that.
- Rolling the max on a falling damage die means you broke a bone (basically the DCC rule). Roll a d12, modified by Luck or whatever way you track the support of the fickle gods in your system: 1 or less) neck (die or paralyzed, as a Luck roll dictates); 2) spine (Luck roll decides if you are para or quadriplegic now); 3) d6 ribs (roll a d12 over that number or have a punctured lung); 4) right humerus, radius, or ulna; 5) left humerus, radius, or ulna; 6) right femur, kneecap, fibula, or tibia; 7) left femur, kneecap, fibula, or tibia; 8) jaw (can't cast spells or shout warnings, only mumble); orbit (eye either temporarily or permanently blinded, depending on a Luck roll); 9) collar bone (can't wield weapon or one side, nor wear a backpack) coccyx (can't sit); 10) right or left ankle (has to hop about to move); 11) right or left wrist; 12) nose.
- Roll a number of d4s as close to the number of feet fallen as possible, but only if you fell 10 or more feet.
- That splat sound engenders a random encounters check as monsters come to see what's up.
- Each item you have has a chance to get shattered. Maybe if the falling dice roll 1s the DM chooses something from your inventory.
- Any creature you can grab and shove under you on the way down blunts your fall by 10 feet.
- If you fall down a truly bottomless pit, its reality warping nature keeps you alive and conscious forever. There is a 10% chance that eventually you will develop psionics after millions of years of falling with nothing but your thoughts to keep you company and then develop the ability to come back through the illusion that is space-time to give your former companions one last boon--or push one of them in the pit and see how they like it. Shoulda tried to save me, jerks!
- Damage dice get increasingly larger for every ten feet you fall. Something like the image from this post.
Share good posts with good goblins. Claytonian at the gmails.
I like to roll the standard Xd6, where X is how many ten-foot segments they fell (rounded down). In my games you can subtract 1 from X if you dropped deliberately rather than falling or being thrown, subtract 1 if you can pass a strength check to lower yourself with your hands, and subtract 1 if you pass a dexterity check to roll at the bottom. A reasonably athletic human, therefore, can walk from a 30 foot drop unscathed if the conditions are right.
ReplyDeleteThis is a little generous, but not by much. And I guess we really never care if the PC's are in pain or having an unpleasant experience — only if they are actually injured.