Last update 08/05/2016.
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* For the impatient, the answer is "Yes". For those who want the details, see below.
Background: The table below reflects Earth-based physics, applied to falling
damage in D&D. It makes the use of certain assumptions which, if altered, will alter
this table and these results.
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Mathematical Derivation
A lot of the following is available in any Physics textbook or online. It is therefore presented here with only necessary detail. Because D&D uses 10 foot intervals for falling damage (1d6 per 10' fallen), the information below will stick to English units.
Note above that damage "x" is linearly proportional to distance fallen "y". That actually justifies the D&D system where 1d6 of damage is applied to every 10 feet fallen. To exemplify this, consider the following:
Formula: For the purposes of the below chart, it is assumed that "12×m×k×g×10" pounds of force will be equivalent to "1d6" hit points of damage. (Thus were we able to 'hand wave' the lack of a definitive value of "k", as we can derive all falling damage by assigning the damage of a 10' fall to 1d6 and simply scaling everything up from there. Why Damage isn't Identical for Identical Distances Fallen: If the above assumptions are presumed to hold, then force on the falling body is identical for all falls of an identical distance. Why, then, should damage have a variable component? Why isn't a 10' fall always exactly, say 3 hit points of damage, every time? The use of dice to determine damage could be attributed to how a character lands. Although the force is the same, a character falling 10 feet and landing on their feet would likely take less damage than one who falls and lands on their head. Maximum Damage: It takes a fall of just over 480 feet to reach "terminal velocity" (176 feet/second). As such, in D&D, one can justify a maximum falling damage of 48d6 at 480'. Falls further than 480 feet will not yield more damage, as the body can not fall any faster. Mass-based damage: Astute readers will note that force (and thus damage) is also directly dependent upon the mass of the falling body, lending credence to the old saying "The bigger they are, the harder they fall". For DM's wishing to add a touch of "reality" to their games, a burly human (100 kg of mass) should take twice as much damage as a gnome (50 kg of mass). Two options leap to mind:
Example: Under these two different scenarios, a 50 foot fall for an Elf would yield:
|
Distance Fallen (feet) | Time it took to fall that far (seconds) | Velocity at impact (ft/sec) | Impact force with 1 inch deceleration (times 12×k×g) | Damage Roll |
10 |
0.788 |
25.377 |
m*10 |
1d6 |
20 |
1.114 |
35.888 |
m*20 |
2d6 |
30 |
1.365 |
43.954 |
m*30 |
3d6 |
40 |
1.576 |
50.754 |
m*40 |
4d6 |
50 |
1.762 |
56.745 |
m*50 |
5d6 |
60 |
1.930 |
62.161 |
m*60 |
6d6 |
70 |
2.085 |
67.141 |
m*70 |
7d6 |
80 |
2.229 |
71.777 |
m*80 |
8d6 |
90 |
2.364 |
76.131 |
m*90 |
9d6 |
100 |
2.492 |
80.249 |
m*10 |
10d6 |
110 |
2.613 |
84.166 |
m*11 |
11d6 |
120 |
2.730 |
87.909 |
m*12 |
12d6 |
130 |
2.841 |
91.498 |
m*13 |
13d6 |
140 |
2.948 |
94.952 |
m*14 |
14d6 |
150 |
3.052 |
98.285 |
m*15 |
15d6 |
160 |
3.152 |
101.508 |
m*16 |
16d6 |
170 |
3.249 |
104.632 |
m*17 |
17d6 |
180 |
3.343 |
107.666 |
m*18 |
18d6 |
190 |
3.435 |
110.616 |
m*19 |
19d6 |
200 |
3.524 |
113.490 |
m*20 |
20d6 |
210 |
3.611 |
116.292 |
m*21 |
21d6 |
220 |
3.696 |
119.029 |
m*22 |
22d6 |
230 |
3.779 |
121.704 |
m*23 |
23d6 |
240 |
3.860 |
124.322 |
m*24 |
24d6 |
250 |
3.940 |
126.885 |
m*25 |
25d6 |
260 |
4.018 |
129.398 |
m*26 |
26d6 |
270 |
4.095 |
131.863 |
m*27 |
27d6 |
280 |
4.170 |
134.283 |
m*28 |
28d6 |
290 |
4.244 |
136.660 |
m*29 |
29d6 |
300 |
4.316 |
138.996 |
m*30 |
30d6 |
310 |
4.388 |
141.294 |
m*31 |
31d6 |
320 |
4.458 |
143.554 |
m*32 |
32d6 |
330 |
4.527 |
145.780 |
m*33 |
33d6 |
340 |
4.595 |
147.972 |
m*34 |
34d6 |
350 |
4.662 |
150.133 |
m*35 |
35d6 |
360 |
4.728 |
152.262 |
m*36 |
36d6 |
370 |
4.793 |
154.363 |
m*37 |
37d6 |
380 |
4.858 |
156.435 |
m*38 |
38d6 |
390 |
4.921 |
158.480 |
m*39 |
39d6 |
400 |
4.984 |
160.499 |
m*40 |
40d6 |
410 |
5.0463 |
162.493 |
m*41 |
41d6 |
420 |
5.107 |
164.462 |
m*42 |
42d6 |
430 |
5.167 |
166.409 |
m*43 |
43d6 |
440 |
5.227 |
168.333 |
m*44 |
44d6 |
450 |
5.286 |
170.235 |
m*45 |
45d6 |
460 |
5.345 |
172.116 |
m*46 |
46d6 |
470 |
5.403 |
173.977 |
m*47 |
47d6 |
480 |
5.460 |
175.818 |
m*48 |
48d6 |
Seconds Fallen | Velocity | Distance Fallen this past second | Total Distance Fallen |
0 | 0.0 feet/second | 0 feet | 0 feet |
1 | 32.2 feet/second | 16 feet | 16 feet |
2 | 64.3 feet/second | 48 feet | 64 feet |
3 | 96.5 feet/second | 80 feet | 145 feet |
4 | 128.6 feet/second | 113 feet | 257 feet |
5 | 160.8 feet/second | 145 feet | 402 feet |
6 | 176 feet/second* | 172 feet | 574 feet |
7 | 176 feet/second | 176 feet | 750 feet |
8 | 176 feet/second | 176 feet | 926 feet |
9 | 176 feet/second | 176 feet | 1102 feet |
10 | 176 feet/second | 176 feet | 1278 feet |
* The distance fallen at second 6 is calculated assuming that the faller's velocity accelerates from from 160.8 feet/second to 176 feet/second in the first 0.47 seconds and then remains constant at 176 feet/second for the last 0.53 seconds. From that point forward, air friction counters the acceleration of gravity and the faller as at "terminal velocity", unable to fall any faster.