So I was thinking about falling damage recently, and specifically about how little danger falling represents to characters of a certain level, no matter how high the drop.
The rules given on p.183 of the Player’s Handbook simply state that a character 1d6 bludgeoning damage for every 10 feet it falls, to a maximum of 20d6 (which is an average of 70 damage).
If we refresh our memories on the rules for dying, they state that a character dies outright when reduced to 0 hit points AND the excess damage is equal to or greater than its maximum hit points.
…if you’ve got a measly 35 hit points you have a great chance of surviving ANY fall in the game.
In other words, even if you’ve got a measly 35 hit points you have a great chance of surviving ANY fall in the game. While if you’ve got as many as 50 HP you’re almost immune from instant death by cliff jump, as you’d need to receive 100 damage to die outright (from a maximum of 20d6)… at least if you were on full HP when you took your tumble. Once you get much above 70 hit points, you would be unlikely to even fall unconscious when plummeting 1,000 feet from the sky, and mechanically there’s nothing to stop you standing up and acting in your next round.
Yes, simple rules, elegance, 5e, blah blah blah blah…
Not for me amigos… I’m gonna fix this for my campaign, and I think the game will be better for it. Battling on a cliff edge or rope bridge should be a nerve wracking, even terrifying, affair… as should riding a griffon or dragon, or even taking too many chances with the fly spell (which requires concentration remember!). Meanwhile, players that push a giant over a bluff expect to kill it… not deliver a mild bruising… so the rules work both ways.
*UPDATE: Hipster Remix 2022*
Ok, as of May 2022, I’m interrupting this post with a cleaner set of house rules that I will be implementing in my next campaign…
A creature takes 1d6 bludgeoning damage for a fall of up to 10 feet, 2d8 damage for a fall of up to 20 feet, 3d10 damage for a fall of up to 30 feet, 4d12 for a fall of up to 50 feet, and 5d20 for a fall of up to 50 feet. For each additionally 10 feet fallen they take an additional d20 bludgeoning damage, to a maximum of 50d20.
A creature may attempt to half the damage of a fall by succeeding on a Dexterity (Acrobatics) check, the DC of which equals the height fallen in feet. The check is made with disadvantage if the creature was pushed (instead of jumped).
I think if you combine this with the optional rules for Injuries and Massive Damage on p.272-73 of the DMG, then you’ve got a pretty quick and respectably credible falling damage hack for your game.
And in the unlikely event that you do ever find yourself having to roll 50d20, just roll 5d20 and times by 10.
Now back to my original August 2020 post if you want see the evolution of these rules…
Damage Cap, Based on Terminal Velocity
Now that we know this, we have a better scientific measurement of at which height we should cap the damage, and we also know how far someone falls in one round of combat (always useful! Not least if a raging barbarian spills off a cliff… see FAQs below).
For my game, I will simplify things a bit by capping falling damage at 50d6 (i.e. at 500 feet, instead of at 200 feet in RAW). And btw, if you don’t fancy rolling them, just roll 10 and times by 5…
Now 50d6 is still only 175 hit points of damage on average, while nothing has changed about surviving a 100 foot fall… which should be way more deadly than taking 35 hit points of damage on average. If we consider that each storey in a building is usually about 10 feet high, that’s falling off a 10 floor block of flats!
Hipster’s ‘Hard Fall’ Rule
Ok so this is my proposal…
From falls of 30 feet and above I will force players to test their luck, and make their choice of a DC 15 Constitution saving throw or a DC 20 Dexterity saving throw – let’s call this a Hard Fall saving throw! If they pass their Hard Fall save they take damage as normal. If they fail they take max. damage from every die… i.e. a 100 foot fall does 60 damage, no rolling required.
I like this because it starts to reflect the real danger of a fall, but still giving the characters a more than decent chance to pull off the old ‘fall from an aeroplane and survive’ story, that feels fitting in a heroic setting.
(Want to make it even more deadly… if they fail their save by 5, then first double and then max. the dice!).
D&D is pretty immersion breaking when it comes to being able to act normally under testing circumstances… and I’m ok with that most of the time. It’s just more fun that way. But with a big fall I’d be tempted to insert some kind of ‘you’re f*cked’ effect that stops PCs plummeting 200 feet off a cliff, crunching into the ground, and then teleporting back into combat, or whatever, on the following turn.
I will rule that a PC who fails their Hard Fall save, but survives, is stunned for a number of rounds equal to the amount they failed their save by.
Meanwhile I’m definitely getting the Lingering Injuries table for anyone who was reduced to 0 hit points by the fall, as per the rules on p.272 of the Dungeon Master’s Guide. Rather than roll, I might just hand out the ‘Internal Injury’ result.
DMs in my group also tend to hand out a level or two of exhaustion when a PC is reduced to zero hit points.
A More RAW Solution
Incidentally, there is an optional rule on p.273 of the DMG called Massive Damage that forces people to make a DC 15 Con save when taking damage of over half their hit point maximum, to avoid some nasty effects. Doesn’t quite do everything I want, but a quick and easy hack if you want to make falls more dangerous using strictly the Rules As Written.
Rolling With a Fall
What about the old tuck and roll on a small drop? There are a few things more satisfying than doing a bit of fantasy parkour in your D&D session… as far as I’m aware (please correct me in the comments if I’m wrong!), there are no special rules for breaking a fall with an acrobatic tumble…
Leaning towards the heroic side of the game, I’m going to rule that if you succeed on a DC 10 Dexterity (Acrobatics) check you can half the damage of a 10 foot fall, DC 15 to half the damage of a 20 foot fall, DC 20 to half the damage of a 30 foot fall, DC 25 to half the damage of a 40 foot fall and DC 30 to half the damage of 50 foot fall.
What’s more, if you pass your Acrobatics check there’s no need to make the Hard Fall save (which would usually be required from 30 feet upwards).
I will add the caveat that you have to be in control of the jump… if someone pushes you, and you fall some 30 feet off the roof of a three storey building, then you can make the same check but at disadvantage.
(Want your PCs to feel more badass… if they pass their Acrobatic check by 5 they take no damage!).
|Fall Height||Damage||Acrobatics DC||Hard Fall save?|
|60 feet||6d6||Not possible||Yes|
|200 feet||20d6||Not possible||Yes|
|500 feet||50d6||Not possible||Yes|
Q: Do monsters that are immune to bludgeoning damage take fall damage?
A: Yes, because they are only immune / resistant to bludgeoning damage from non-magical weapons, not from other sources.
Q: Does a barbarian half damage if they take falling damage while raging?
A: Yes, as a barbarian is resistant to bludgeoning damage. However, if the fall is more than about 500 feet, their rage will have ended by virtue of not having made an attack or taken damage in the round during which they were solely falling. So for falls of 500 feet or more I would rule that rage has given way to fear and they take full damage.
Remember the point of these revised rules is to put the fear of the gods back into your high level PCs… not for them to feel cheated when they die unexpectedly. Therefore be sure to communicate to your players beforehand if you intend in testing out these revisions…
Now Your Turn…
Ever been frustrated by falling damage? How have you handled it in your game? As always, comments below please… will do my best to respond!