Environmental Effects: Difference between revisions

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==Falling Objects==
==Falling Objects==
Just as characters take damage when they fall more than 10 feet (see [[Falling Down]]), so too do they take damage when they are hit by falling objects. These results are handled as [[Collisions]], with the speed of the falling object equal to the distance it fell.  Thus, an object falling 50 feet hits with a speed of fifty, inflicting 5d6 of damage. Like falling creatures, the maximum speed of a falling object depends upon the local conditions. The Prime Material Plane usually has a maximum falling speed of 200, inflicting 20 d6. This basic result is modified by the size of the falling object:
Just as characters take damage when they fall more than 10 feet (see [[Falling Down]]), so too do they take damage when they are hit by falling objects. Note that environmental falling objects are slightly different than [[Types_of_Movement#Thrown_or_Dropped_Objects | deliberately thrown or dropped objects]], such as those goblins dropping a tree-trunk on you.
 
These results are handled as [[Collisions]], with the speed of the falling object equal to the distance it fell.  Thus, an object falling 50 feet hits with a speed of fifty, inflicting 5d6 of damage. Like falling creatures, the maximum speed of a falling object depends upon the local conditions. The Prime Material Plane usually has a maximum falling speed of 200, inflicting 20d6. This basic result is modified by the size of the falling object:


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The nature of the object can raise or lower this damage. A nice, soft mass of falling feathers might do -2 points per die, while loose brush and debris does -1 per die. Falling objects that are exceptionally dense, strong, and hard, like solid boulders, might inflict +1 points per die, while objects specifically intended to cause harm in a fall, like pointy stone stalactites, a portcullis, or a pile driver, might inflict +2 points per die.
The nature of the object can raise or lower this damage. A nice, soft mass of falling feathers might do -2 points per die, while loose brush and debris does -1 per die. Falling objects that are exceptionally dense, strong, and hard, like solid boulders, might inflict +1 points per die, while objects specifically intended to cause harm in a fall, like pointy stone stalactites, a portcullis, or a pile driver, might inflict +2 points per die.
Falling Objects always hit, and often hit an entire area, so the victims of such things are allowed a reflex saving throw, against an Average Save DC for the CR of the area, or their own CR, whichever is higher. Making this save reduces the damage by half.


The GM is encouraged to adjudicate all such encounters with an eye towards fun. After all, a wagon-load of feathers is just a recipe for hilarity.
The GM is encouraged to adjudicate all such encounters with an eye towards fun. After all, a wagon-load of feathers is just a recipe for hilarity.

Revision as of 20:11, 11 December 2018