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| Both sides previous revisionPrevious revisionNext revision | Previous revision | ||
| game_systems:combat:environment [2025/09/18 03:35] – reon | game_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 | + | 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 |
| 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' | + | Falling into Water or similar converts 100% of the fall into non-lethal damage, a fall less then 20ft doesn' |
| ====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 | + | Often smaller or softer |
| - | 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 " | 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 " | ||
