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Fall Damage: Difference between revisions

From Metaforce TTRPG
Created page with "==Definition== '''Fall Damage''' is damage taken from a character struck with the force of their own mass and gravity against another object, usually the terrain. Generally, characters take fall damage when they fall a significant height from an elevated position down to the ground below. ==Effects== When a character falls far enough, they take '''Fall damage''', this is a modified damage type, so it generally counts as Blunt/Bludgeoning and Gravity for determining da..."
 
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==Trigger==
==Trigger==
  Fall damage starts when a character safely falls a distance greater than their height (in feet), then that fall damage is reduced by the character's Body or Reflex core value (whichever is better). Characters takes 1 damage per foot fallen until they fall a distance equal to double the relevant core, in which case they take 2 damage per foot fallen total.
  Fall damage starts when a character safely falls a distance greater than their height (in feet), however the character's Body or Reflex value '''subtracts''' from fall damage from any '''safe''' lands (whichever is better). There is a difference between when falling damage should start and when a character actually takes damage from a fall.
   
   
  This damage increases for every multiple of Body/Reflex exceeded, so falling three times as far causes damage to be 3 per foot fallen, up to 4 times the character's falling threshold.
  There is a '''Minimum Height''' of '''5ft''' to trigger Fall damage for all creatures and characters so long as they make '''safe''' falls or landings. So creatures who are shorter than this value can still fall this distance without fear of taking fall damage. This does not apply for '''forced''' and unsafe falls.


===How Size affects Fall Damage===
===Effect===
  Characters who are Small or smaller may suffer less Fall damage compared to those of Medium size or larger.
'''Damage'''
Characters takes 1 damage per foot fallen beyond their height until they fall a distance equal to double the relevant core, in which case they take 2 damage per foot fallen total.
This damage increases for every multiple of their Body/Reflex exceeded, so falling '''three times''' as far causes '''3 falling damage''' per foot fallen. This continues until the fall damage multiplier reaches '''four times'''. The multiplier is applied to total damage of the fall.
'''Stagger / Prone'''
If a character falls further than their height but '''takes no damage''' due to their Body/Reflex, the character's speed is reduced to '''0''' for one frame. If they '''do''' take fall damage, they are instead forced [[Prone]], and must spend an Action-Frame to stand up.
'''[[Size]] Affects Fall Damage'''
For creatures of Size-2 or larger, multiply the amount of falling damage they resist equal to their '''Size-Rating'''. So a Size-8 creature with a Body of 12 will be able to resist up to 96 falling damage if they fall a distance greater than their own height.
  Characters who are Small or smaller may suffer less Fall damage compared to those of Medium size or larger. There is a '''Minimum Height''' to when falling damage can trigger, to ensure very small characters don't break easily. The table below shows the modifiers for each size category:


{| class="wikitable" style="text-align:center; margin:auto; width:100%;"
{| class="wikitable" style="text-align:center; margin:auto; width:100%;"
|-
|-
| '''Size Name''' || '''Falling Damage Ruling'''
| '''Size Category''' || '''Falling Damage Modifier'''
|-
|-
| Medium and Larger || As above.
| Medium and Larger || Fall Damage Reduction equal to Body/Reflex * Size.
|-
|-
| Small || '''Double Body/Reflex''' for calculating Fall Distance required.
| Small || '''Double Body/Reflex''' for calculating Fall damage reduction.
|-
|-
| Tiny || As Small, but also gain '''Resistance to Fall Damage'''.
| Tiny || As Small, but also gain '''Resistance to Fall Damage'''.
|-
|-
| Diminutive || As Tiny, but also cap Long-Fall damage multiplier to '''x2''' and always land '''safely'''.
| Diminutive || As Tiny, but also cap Long-Fall damage multiplier to '''x2''', and doesn't get staggered or forced prone from falls.
|-
|-
| Fine || '''Does not''' receive fall damage under normal conditions.
| Fine || As Diminiutive, but '''does not''' receive fall damage under normal conditions.
|}
|}


  For creatures of Size-2 or larger, their '''height''' can often be greater than the Body or Reflex scores. In these cases, Fall Damage only applies after they fall a distance greater than their own height, and then distance is reduced further based on the greater value of Body or Reflex.
==Unsafe Falls==
  Examples given above assume the character is '''bracing or prepared for a fall''' as they land, landing on their feet or at the very least upright for their body type. Landing unsafely is to hit a surface on '''vulnerable''' parts of the body not designed to withstand impact.
   
   
  <small>''"A Size-8 giant standing 50ft tall falls a distance of 60ft, they have a Body of 12 and Reflex of 8. Their height, plus their body is 62ft, while the distance is 10ft longer than they are tall, their Body score negates damage taken up to 12ft, the giant is unharmed. However if they fell 100ft, they would suffer up to 188 damage, because they fell 4 times their Body core in distance 50ft (200 damage) and reduced damage taken by their Body core (-12).''"</small>
  When a character makes an unsafe landing, they '''lose''' their Body or Reflex damage reduction to the fall damage. So a character with 12 Body or Reflex would '''no longer reduce''' fall damage taken by 12.
 
==Unsafe Falls==
Examples given above are predicated on the idea that the character is bracing for a fall as they land, they either land on their feet or at the very least upright for their body type. Landing unsafely is to hit a surface on '''vulnerable''' parts of the body not designed to withstand impact. Being knocked back or down can increase damage taken because of this.
   
   
  When a character makes an unsafe landing, they '''lose''' their Body or Reflex damage reduction to the fall damage. So a character with 12 Body or Reflex would '''no longer reduce''' fall damage taken by 12, and instead take all damage beyond their height normally.
  Unsafe landings from a distance equal or less than the character's height take '''d6 falling damage * their Size-rating.'''


==Forced Falls==
==Forced Falls==
  An unusual but prevelant instance of fall damage is when a character is forcibly slammed into terrain such as walls. While the character does not 'fall' in the traditional sense, the impact generated still follows the same rules.
  Another form of unsafe fall damage is when a character is forcibly moved or slammed into terrain such as walls. While the character does not 'fall' in the traditional sense, the impact generated still follows the same rules. The most common form of forced fall is from the '''Knockback''' effect, an instantaneous status inflicted by kinetic forces and attacks.
   
   
'''Combat Formula'''
  If the character is knocked away in some direction, they can roll a '''combined Body & Reflex save''' against the attacker's Knockback Magnitude. If they succeed they can apply the greater value of their Body or Reflex core to reduce damage of the fall and  they can avoid falling prone or stagger from the impact.
  If the character is knocked away, they can roll a combined Body & Reflex save against the attacker's Knockback Magnitude. If they succeed the Body portion of the save, they can apply the greater of their Body or Reflex core to reduce damage of the fall. If they succeed the Reflex portion of the save, they can avoid falling prone.
   
   
  '''Foe's Knockback Magnitude <small>versus</small> Character's Body or Reflex + d12 + Other Modifiers'''
  '''Saving Throw Formula'''
♦ d12 + Character's Body or Reflex + Other Modifiers.
♦ If Saved: Apply damage reduction, not prone or staggered.
♦ If Failed, but less than Body/Reflex: Take half damage, staggered after impact.
♦ If Failed, but >= Body/Reflex: Take full damage, prone after impact.


===Knock effects against Surfaces===
===Knock Directionality against Surfaces===
  When a character is thrown, pushed or otherwise forced into movement and collides with a solid surface. Determine the distance vertically and horizontally in increments of 5ft (round up or down as necessary). The kind of surface impacted and knockback type used determines the 'distance fallen' for dealing damage.
  When a character is thrown, pushed or otherwise forced into movement then collides with a solid surface. Determine the distance vertically and horizontally in increments of 5ft (round up or down as necessary). The kind of surface impacted and knockback type used determines the 'distance fallen' for dealing damage.
If the effect is a '''Knockdown''', then the vertical distance is half the thrown character's height.
   
   
  If the effect is a '''Knockdown''', then the vertical distance is half the thrown character's height. If the effect is '''Knockback''' or '''Knockup''', you can add the Knockback's horizontal and added vertical distance as well (respectively). These will determine the total '''Fall distance'''. Body/Reflex damage reduction and immunities to 'unsafe falls' from being Diminutive also '''do not apply'''.
  If the effect is '''Knockback''' or '''Knockup''', you can add the Knockback's horizontal and added vertical distance as well (respectively). These will determine the total '''Fall distance'''. The table below details the distance fallen based on the knocked character's destination, which is the Floor if nowhere else. Knockback assumes about a maximum of 45 degrees of variance.


{| class="wikitable" style="text-align:center;"
{| class="wikitable" style="text-align:center;"
|-
|-
| '''Knock-Type''' || '''On Floor''' || '''On Wall''' || '''On Ceiling'''
| '''Knock-Direction''' || '''On Floor''' || '''On Wall''' || '''On Ceiling'''
|-
|-
| Down || 1/2 character's height || - || -
| Down || 1/2 character's height || - || -
|-
|-
| Back || 1/2 character's height || Distance pushed (impact) || -
| Back || 1/2 character's height || Distance pushed || -
|-
|-
| Up || Distance pushed (impact) || - || Distance pushed (impact)
| Up || Distance pushed || - || Distance pushed
|}
|}


  For calculating damage, only use the surface impacted. if the character fails their Reflex save, they are treated as prone on the ground. If they fall from a wall or ceiling impact zone, they can use their natural fall damage protections to avoid more injury if they are able.
  For calculating damage, only use the surface impacted. if the character fails their Reflex save, they are treated as prone on the ground. If they fall from a wall or ceiling impact zone, the character can suffer additional fall damage, they can attempt additional saves or try to land safely if able.


[[Category:Mechanics]]
[[Category:Mechanics]]

Latest revision as of 05:59, 15 December 2025

Definition

Fall Damage is damage taken from a character struck with the force of their own mass and gravity against another object, usually the terrain. Generally, characters take fall damage when they fall a significant height from an elevated position down to the ground below.

Effects

When a character falls far enough, they take Fall damage, this is a modified damage type, so it generally counts as Blunt/Bludgeoning and Gravity for determining damage resistances and immunities. Abilities that change how 'Fall damage' is applied also affect damage taken. The amount of damage taken is determined by the character's Body or Reflex, their size (in height) and distance fallen. There is also a difference between a Safe fall and a dangerous one.

When a character falls further than their height, their speed will be reduced to 0 for one frame as they try to recover from the high fall. If the character takes any fall Damage from this, they fall Prone, and must spend a frame to stand back up before they can move normally (otherwise they can only move and act while prone).

Trigger

Fall damage starts when a character safely falls a distance greater than their height (in feet), however the character's Body or Reflex value subtracts from fall damage from any safe lands (whichever is better). There is a difference between when falling damage should start and when a character actually takes damage from a fall.

There is a Minimum Height of 5ft to trigger Fall damage for all creatures and characters so long as they make safe falls or landings. So creatures who are shorter than this value can still fall this distance without fear of taking fall damage. This does not apply for forced and unsafe falls.

Effect

Damage
Characters takes 1 damage per foot fallen beyond their height until they fall a distance equal to double the relevant core, in which case they take 2 damage per foot fallen total.

This damage increases for every multiple of their Body/Reflex exceeded, so falling three times as far causes 3 falling damage per foot fallen. This continues until the fall damage multiplier reaches four times. The multiplier is applied to total damage of the fall.

Stagger / Prone
If a character falls further than their height but takes no damage due to their Body/Reflex, the character's speed is reduced to 0 for one frame. If they do take fall damage, they are instead forced Prone, and must spend an Action-Frame to stand up.

Size Affects Fall Damage
For creatures of Size-2 or larger, multiply the amount of falling damage they resist equal to their Size-Rating. So a Size-8 creature with a Body of 12 will be able to resist up to 96 falling damage if they fall a distance greater than their own height.

Characters who are Small or smaller may suffer less Fall damage compared to those of Medium size or larger. There is a Minimum Height to when falling damage can trigger, to ensure very small characters don't break easily. The table below shows the modifiers for each size category:
Size Category Falling Damage Modifier
Medium and Larger Fall Damage Reduction equal to Body/Reflex * Size.
Small Double Body/Reflex for calculating Fall damage reduction.
Tiny As Small, but also gain Resistance to Fall Damage.
Diminutive As Tiny, but also cap Long-Fall damage multiplier to x2, and doesn't get staggered or forced prone from falls.
Fine As Diminiutive, but does not receive fall damage under normal conditions.

Unsafe Falls

Examples given above assume the character is bracing or prepared for a fall as they land, landing on their feet or at the very least upright for their body type. Landing unsafely is to hit a surface on vulnerable parts of the body not designed to withstand impact.

When a character makes an unsafe landing, they lose their Body or Reflex damage reduction to the fall damage. So a character with 12 Body or Reflex would no longer reduce fall damage taken by 12.

Unsafe landings from a distance equal or less than the character's height take d6 falling damage * their Size-rating.

Forced Falls

Another form of unsafe fall damage is when a character is forcibly moved or slammed into terrain such as walls. While the character does not 'fall' in the traditional sense, the impact generated still follows the same rules. The most common form of forced fall is from the Knockback effect, an instantaneous status inflicted by kinetic forces and attacks.

If the character is knocked away in some direction, they can roll a combined Body & Reflex save against the attacker's Knockback Magnitude. If they succeed they can apply the greater value of their Body or Reflex core to reduce damage of the fall and  they can avoid falling prone or stagger from the impact.

Saving Throw Formula
♦ d12 + Character's Body or Reflex + Other Modifiers.
♦ If Saved: Apply damage reduction, not prone or staggered.
♦ If Failed, but less than Body/Reflex: Take half damage, staggered after impact.
♦ If Failed, but >= Body/Reflex: Take full damage, prone after impact.

Knock Directionality against Surfaces

When a character is thrown, pushed or otherwise forced into movement then collides with a solid surface. Determine the distance vertically and horizontally in increments of 5ft (round up or down as necessary). The kind of surface impacted and knockback type used determines the 'distance fallen' for dealing damage.

If the effect is a Knockdown, then the vertical distance is half the thrown character's height.

If the effect is Knockback or Knockup, you can add the Knockback's horizontal and added vertical distance as well (respectively). These will determine the total Fall distance. The table below details the distance fallen based on the knocked character's destination, which is the Floor if nowhere else. Knockback assumes about a maximum of 45 degrees of variance.
Knock-Direction On Floor On Wall On Ceiling
Down 1/2 character's height - -
Back 1/2 character's height Distance pushed -
Up Distance pushed - Distance pushed
For calculating damage, only use the surface impacted. if the character fails their Reflex save, they are treated as prone on the ground. If they fall from a wall or ceiling impact zone, the character can suffer additional fall damage, they can attempt additional saves or try to land safely if able.