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Darkterra is a Pen and Paper role playing game, developed by avid gamers with decades of experience with a vast array of gaming systems. The system is fast paced, but realistic, and every single action can be resolved with the rolling of 2 dice. 

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Author Topic: Falling Damage  (Read 4822 times)

Athion

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Falling Damage
« on: July 08, 2007, 12:32:36 PM »

Yes folks, believe it or not, I finally added rules for Falling Damage today. Jorek and I hashed them out last night on the drive home... take a look and see what you think (cut and paste from the rulebook)

Oh, we also got explosives figgered out :) Will be working on that today too...

Falling Damage

There are two types of falls in DT, skilled and unskilled (also known as jumping or falling (or being pushed). If you are skilled you will take less damage from a fall and will have more control over where the damage is applied. When you are unskilled you will not have these advantages.

Damage taken is also affected by your size, and the distance you fall. Normal DMR is applied in reverse when calculating Fall Damage, but level based DMRs will be applied normally. (Example, Erick has a DMR of-20% due to his huge size, and additional DMR of 10% for his level, because of this he will incur 10% MORE damage when falling (-20% +10% = 10%)).

Use the following table for base falling damage :

Height Fallen (in meters)            Damage Taken
         1-2                                         1
          3-4                                        2
          5-6                                        4
          7-8                                    1D10 +4
          9-10                                     2D10
         11-15                                  2D10 +6
         16-20                                  2D10 T2
          21-25                               2D10 T2 +5
          26-30                                 2D10 T3

(there are more listed in the rulebook, but formatting sucks here :P )

Characters with the Safe Fall skill will be able to mitigate the damage taken from falls in 2 ways. The first way is by a direct reduction in the effective fall range. Every 10% in the safe fall skill reduces the distance fallen by 2 meters (this is an automatic reduction, there is no roll required).

Secondly once the character actually lands, a safe fall skill roll is made, and if successful, allows the character to spread the damage equally over several locations (a crit success reduces the fall by an additional 5 meters, an ultra crit, by 15). For a skill of 1-40 the damage will affect the legs only, for 41-60 you can spread the damage from legs to chest (back actually) and for 61+ you can spread the damage from legs, to back and then to arms (the classic tuck and roll).

Unskilled fallers will take the above listed damage to 1D5 locations equally (locations are determined randomly).
Falling Damage is considered blunt damage, however worn armor is only half effective against this type of damage.

(Example : Erick has no Safe Fall skill and falls 22 meters. Looking at the chart above we see that he takes 2D10 T2 damage. Rolling the dice he rolls a 3 and a 6 (for a 9, times 3, for 27 total). He then rolls a D5 and gets a 2. a WR of 27 is then applied to 2 randomly determined hit locations. 

Later, (after a lengthy recovery) Erick decides to learn the Safe Fall skill. He ends up with a total skill of 45 and makes the same fall as above. Due to his skill level, he removes 8 meters of distance, making his effective fall only 14 meters (2D10 T2). Dice are roiled with the same result as above, a 9 total, for a final score of 18. Erick makes his SF roll (rolls a 26, so it is successful) and spreads the damage (evenly) across his legs and chest, taking a WR 9 to both locations. Had he failed his roll, damage would then be applied randomly as if he had no skill at all (however the distance reduction stands). 
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Athion

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Re: Falling Damage
« Reply #1 on: July 16, 2007, 08:48:15 PM »

Minor Change :

Secondly once the character actually lands, a safe fall skill roll is made, and if successful, allows the character to spread the damage equally over several locations (a crit success reduces the fall by an additional 5 meters, an ultra crit, by 15). For a skill of 1-30 the damage will affect one leg only, for 31-50 you can spread the damage across both legs (divide WR evenly) and for 51-70 you can spread the damage from legs to chest (back actually) and from 71+ you can spread the damage from legs, to back and then to arms (the classic tuck and roll). In all cases, divide the damage as evenly as possible, and always round up,

Unskilled fallers will take the above listed damage to 1D5 locations equally (locations are determined randomly).
Falling Damage is considered blunt damage, however worn armor is only half effective against this type of damage.

(Example : Erick has no Safe Fall skill and falls 22 meters. Looking at the chart above we see that he takes 2D10 T2 damage. Rolling the dice he rolls a 3 and a 6 (for a 9, times 3, for 27 total). He then rolls a D5 and gets a 2. a WR of 27 is then applied to 2 randomly determined hit locations. 

Later, (after a lengthy recovery) Erick decides to learn the Safe Fall skill. He ends up with a total skill of 45 and makes the same fall as above. Due to his skill level, he removes 8 meters of distance, making his effective fall only 14 meters (2D10 T2). Dice are roiled with the same result as above, a 9 total, for a final score of 18. Erick makes his SF roll (rolls a 26, so it is successful) and spreads the damage (evenly) across both legs, taking a WR 9 to both locations. Had he failed his roll, damage would then be applied randomly as if he had no skill at all (however the distance reduction stands).  Had the Damage been 19, then a WR of 10 would have been applied to each leg (19/2 = 9.5, always round up).

I also added a chart for the demage allocation for Safe Fall.
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