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 | 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: | |||
{| class="ep-default" | {| class="ep-default" | ||
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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. |