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game_systems:combat:environment [2025/09/18 03:35] reongame_systems:combat:environment [2025/09/18 03:47] (current) – [Additional Technical Details] florxnog
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 A character may roll an Athletics or Reflex save if they are within reach of a solid surface to catch themselves. This check may be rolled at any time (before the fall begins or is actively taking place). The DC to do so is generally a DC 15 Reflex or a DC 20 Athletics. Sometimes if a surface might have handholds an additional climb check maybe required to successfully hold on. If a creature falls more then 30ft before catching themselves they take damage equal to 1/10th the total distance fallen, maximum 150 damage. A character may roll an Athletics or Reflex save if they are within reach of a solid surface to catch themselves. This check may be rolled at any time (before the fall begins or is actively taking place). The DC to do so is generally a DC 15 Reflex or a DC 20 Athletics. Sometimes if a surface might have handholds an additional climb check maybe required to successfully hold on. If a creature falls more then 30ft before catching themselves they take damage equal to 1/10th the total distance fallen, maximum 150 damage.
  
-If a character deliberately jumps down instead of slipping or being pushed (or any other involuntary action), they may instead elect to use Acrobatics or Athletic to "Jump Down" and negate an number of ft of falling damage equal to the roll (round down to the nearest 5ft increment).+If a character deliberately jumps down instead of slipping or being pushed (or any other involuntary action), they may instead elect to use Acrobatics or Athletic to "Jump Down" and negate number of ft of falling damage equal to the roll (round down to the nearest 5ft increment).
  
 Falling onto a softer or yielding surface converts 50% of the Fall Damage into Non-lethal. This generally includes Sand, Mud and very soft soils. Any fall greater then 100ft does not follow this rule. Falling onto a softer or yielding surface converts 50% of the Fall Damage into Non-lethal. This generally includes Sand, Mud and very soft soils. Any fall greater then 100ft does not follow this rule.
  
-Falling into Water or similar converts 100% of the fall into non-lethal damage, a fall less then 20ft doesn't even deal damage! Any fall greater then 100ft does not follow this rule. A skilled character might be able to deliberately dive a greater distance and avoid damage. An Athletics check of 15 + 1 per 10ft past 50ft, prevents all damage if the character actively dive into water. Water must be deep enough to break a fall. 10ft of water is required for every 100ft fallen to a maximum of 50ft of water at any distance (minimum 10ft). A character ends the fall 10ft under water for every 100ft fallen, minimum 10ft and maximum 50ft.+Falling into Water or similar converts 100% of the fall into non-lethal damage, a fall less then 20ft doesn't even deal damage! Any fall greater then 100ft does not follow this rule. A skilled character might be able to deliberately dive a greater distance and avoid damage. An Athletics check of 15 + 1 per 10ft past 50ft, prevents all damage if the character actively dives into water. Water must be deep enough to break a fall. 10ft of water is required for every 100ft fallen to a maximum of 50ft of water at any distance (minimum 10ft). A character ends the fall 10ft under water for every 100ft fallen, minimum 10ft and maximum 50ft.
  
 ====Additional Technical Details==== ====Additional Technical Details====
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 If a creature possess or actively has Earth Glide they may treat solid Earth and Stone as a liquid similar to water. If a creature possess or actively has Earth Glide they may treat solid Earth and Stone as a liquid similar to water.
  
-Often smaller or softer object impede a fall but cannot stop it or are to weak to provide a handhold. cases like this it should be treated as smaller falls into Soft ground or Water like liquids. A character falling through such a material might be able to mitigate more damage or convert it into non-lethal. Things like branches, webs, stalls and ropes on a ship are all good examples. This is often a good option if someone unintentionally falls and it was never meant to be a risk, but was instead a freak accident or a unfortunate description of the terrain.+Often smaller or softer objects may impede a fall but cannot stop it or are too weak to provide a handhold. In cases like this it should be treated as smaller falls into Soft ground or Water like liquids. A character falling through such a material might be able to mitigate more damage or convert it into non-lethal. Things like branches, webs, stalls and ropes on a ship are all good examples. This is often a good option if someone unintentionally falls and it was never meant to be a risk, but was instead a freak accident or a unfortunate description of the terrain.
  
-Lava is not a water like liquid. Nor is a river or molten metal (normally). These liquids are too dense to break a fall.+Lava is not a water-like liquid. Nor is a river of molten metal (normally). These liquids are too dense to break a fall.
  
 Reward creativity when falling. If a witty character produces a sheet or uses Gust of Wind to push them selves to a handhold or even safety that's part of the fun. At the end of the day a fall might "kill" a great hero or villain, but they have a habit of returning. Reward creativity when falling. If a witty character produces a sheet or uses Gust of Wind to push them selves to a handhold or even safety that's part of the fun. At the end of the day a fall might "kill" a great hero or villain, but they have a habit of returning.