From 75434c271349ea9888b609a577c183d03188f995 Mon Sep 17 00:00:00 2001 From: Malin Freeborn <malinfreeborn@posteo.net> Date: Sun, 28 Apr 2024 10:16:07 +0200 Subject: [PATCH] adjust falling damage --- combat.tex | 34 ++++++++++++++++++++++------------ commands.tex | 15 +++++++++++++++ config | 2 +- 3 files changed, 38 insertions(+), 13 deletions(-) diff --git a/combat.tex b/combat.tex index 8f822a2c..7310daae 100644 --- a/combat.tex +++ b/combat.tex @@ -698,19 +698,29 @@ As per the previous chart, a near-failure can be worse than a total failure. \begin{multicols}{2} -\makeAutoRule{falling}{Falling Damage}{characters suffers 1 Damage per \glsfmttext{step} in height, plus their own Strength} +\makeAutoRule{falling}{Falling Damage}{falling Damage equals half the \glsfmtplural{step} fallen, plus the characters Strength.} \index{Falling} -Falling Damage is +1 per \gls{step}, plus the characters Strength. -Every +4 Damage converts to $1D6$ as usual. - -Characters who fall off a building suffer $1D6-2$ + Strength. - -Smaller creatures suffer less from falling, so a gnome with Strength -2 can easily fall 2~\glspl{step} without pain, while a human who lands wrong can break an arm by falling badly from a horse. - -Characters falling straight downward can attempt to mitigate up to 4 Damage by rolling \roll{Dexterity}{Athletics} (\tn[5] +1 per Damage). -Those falling forward and down in an arc can mitigate up to 6. - -The maximum Damage someone can suffer from a fall is 18, equating to $4D6+2$ + Strength. +Falling Damage equals half the \glspl{step} fallen, plus the characters Strength. +The Damage then converts to a dice roll instead. + +If the \glspl{pc} all fall off a building, 3~\glspl{step} high, they would start with 2~Damage. +Smaller creatures have less body to fall, so a gnome, with Strength~-2 would take no Damage from this fall; while a dwarf with Strength~+0 would take 2 Damage (which converts to \dmg{2}). +Larger creatures feel their own weight crushing down on them, so a gnoll with Strength~+4 would suffer 6~Damage (which converts to \dmg{6}). + +Characters who fell in a downward-arc can attempt to break their fall with a roll (in both senses), and avoid all Damage, with \roll{Speed}{Athletics}. +The \gls{tn} is 7 plus the height of the fall. +However, when falling straight downwards, the \gls{tn} is 7 plus \textit{double} the height in \glspl{step}. + +\begin{boxtable}[cYXX] + \textbf{Strength} & \textbf{Height} & \textbf{Damage} & \textbf{TN} \\ + \hline + \calcFallingDamage{-2}{6} + \calcFallingDamage{0}{3} + \calcFallingDamage{0}{6} + \calcFallingDamage{3}{1} + \calcFallingDamage{3}{3} + \calcFallingDamage{3}{6} +\end{boxtable} \subsection{Animals} diff --git a/commands.tex b/commands.tex index 704d62b4..04e7e2f9 100644 --- a/commands.tex +++ b/commands.tex @@ -344,3 +344,18 @@ \end{boxtable} }% } + + +\newcommand\calcFallingDamage[2]{% + \setcounter{Strength}{#1}% + \setcounter{enc}{#2}% + \setcounter{damage}{\value{enc}}% + \roundUp{damage} + \addtocounter{damage}{\value{Strength}}% + \setcounter{tn}{\value{damage}}% + \addtocounter{tn}{7}% + \setcounter{track}{\value{tn}}% + \addtocounter{track}{\value{enc}}% + \arabic{Strength} & \arabic{enc}~\ifnum\value{enc}>1\glspl{step}\else\gls{step}\fi & \dmg{damage} & \arabic{tn} / \arabic{track} \\ +} + diff --git a/config b/config index a25fdfdf..34e35423 160000 --- a/config +++ b/config @@ -1 +1 @@ -Subproject commit a25fdfdf77d787667ca05a83d64fce750df2e388 +Subproject commit 34e354236ec8da47ee4e6cd862d42445b74e2f80 -- GitLab