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Thread: [3.5] Falling Speed
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2010-02-04, 04:57 PM (ISO 8601)
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[3.5] Falling Speed
I've been scouring Core from front to back in the search of this, but I can't find anything. At what rate do objects fall in DnD, in terms of Feet/Round? The only thing I can find is that they take 1d6 damage/10 feet of falling and that Feather Fall slows falling down to 60 ft/round.
I'm guessing that WotC was just lazy and assumed that falling occured pretty much instantly, which is of course not the case, but since I'm currently playing in a campaign where falling a mile straight down in the middle of combat is a very real possiblity, so I need to know how fast a character moves while in freefall.
I could simply use the physics answer, but I happen to like catgirls.If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 05:05 PM (ISO 8601)
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2010-02-04, 05:07 PM (ISO 8601)
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Re: [3.5] Falling Speed
Homebrew
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2010-02-04, 05:16 PM (ISO 8601)
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Re: [3.5] Falling Speed
There is a spell or feat somewhere that mentions falling 150 feet the first round and 300 feat each following round. I'll try to find it again.
Edit: Okay not a spell/feat. Under the Tactical Aerial Movement section of the SRD it mentions how falling works if you're flying and stall, and I assume it works similarly for other applications of falling.
Originally Posted by SRD
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2010-02-04, 05:19 PM (ISO 8601)
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Re: [3.5] Falling Speed
Blargh...
*grabs calculator*
Falling = 10 m/s/s.
1 round = 6 seconds.
10 m = 32.8 ft/
32.8 ft/s/s.
Would it be /round/round?
If so, 196.8 ft/round/round... or in grid terms, roughly 200 ft/round/round.If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 05:25 PM (ISO 8601)
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2010-02-04, 05:27 PM (ISO 8601)
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Re: [3.5] Falling Speed
And terminal velocity, assuming there is room for it to be achieved.
Also, if you really want to murder catgirls you'll have to take into account initial velocity and if you are attempting to streamline your shape or not (and thus altering how much air-resistance is slowing you).
I think the only real answer which avoids killing catgirls is the narrators favourite of "as fast as they need to".Last edited by Reaper_Monkey; 2010-02-04 at 05:31 PM.
Originally Posted by Douglas Adams
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2010-02-04, 05:30 PM (ISO 8601)
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Re: [3.5] Falling Speed
Missed that part. I'd just noticed that part was about flying, not falling, so I just skimmed it and kept looking.
So is that implied to be "150 ft first round, then 300 ft every round thereafter" or "150 ft first round, then doubles each round thereafter" or "150 ft first round, then +150 each round thereafter"?
Please... do NOT turn this into the new grapple rules.Last edited by Drakevarg; 2010-02-04 at 05:30 PM.
If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 05:30 PM (ISO 8601)
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Re: [3.5] Falling Speed
It came up in Sage Advice (Dragon 327).
576 ft in 6 seconds (it suggested using 500 ft as a nice round number)
It also mentioned that at terminal velocity, falling speed will be 1200 ft per round.
Followed by "its safe to say that after two rounds the character will have fallen nearly 2000 ft, and will fall another 1200 ft thereafter"
So, only when you are a long way up, will it matter.
Since the figure was a mile, thats going to be a case where time matters, since you have several rounds to do what you need to do.Last edited by hamishspence; 2010-02-04 at 05:32 PM.
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2010-02-04, 05:33 PM (ISO 8601)
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Re: [3.5] Falling Speed
My DM seems to have a thing for Cliffs of Insanity, so I wouldn't be the least bit suprised by falling a LONG way down.
Though admittedly falling that fast pretty much means I'm screwed no matter what. (Doubly so if I incorporated such falls into my own campaign, since I'd ignore maximum falling damage.) That's, what, 120d6 per round?Last edited by Drakevarg; 2010-02-04 at 05:34 PM.
If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 05:34 PM (ISO 8601)
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Re: [3.5] Falling Speed
Sorry . I did edit to lessen the nightmare that comes with the death of a thousand catgirls.
What with them still being cliffs (and the true Cliffs of Insanity are tidal cliffs) don't forget that falling into water reduces fall damage as follows:
Originally Posted by d20SRDLast edited by Reaper_Monkey; 2010-02-04 at 05:38 PM.
Originally Posted by Douglas Adams
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2010-02-04, 05:35 PM (ISO 8601)
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Re: [3.5] Falling Speed
so a mile is five rounds, and large amounts of pain. but atleast theyll land on all fours!
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2010-02-04, 05:44 PM (ISO 8601)
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Re: [3.5] Falling Speed
So wait, 500 ft the first round, then 1500 ft the next round (2000 - 500 = 1500, yay arithmetic), THEN terminal velocity of 1200 ft/ round? Why do you surpass terminal velocity then slow down to it?
Whatever. Scruntching it up to something vaguely consistant-ish, let's just call it 600 ft the first round, then 1200 ft each round thereafter. (600 + 1200 = 1800, which is in the zip code as 2000.)If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 05:46 PM (ISO 8601)
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Re: [3.5] Falling Speed
SpoilerAt 200ft/round/round, falling a mile would take a little under 7 rounds. Unless you impose a terminal velocity, like real life has. Real life terminal velocity for an object with no drag and not trying to slow its descent is about 320km/hr, or about 89m/s, which translates to about 1780ft/round, which you would not reach before falling a mile. However, a person who is consciously trying to slow his descent can reduce his terminal velocity to about 55m/s, or 1100ft/round, which you would hit.
The tactical aerial movement bit in the SRD could also be interpreted to mean you have a falling rate of 150ft/round/round, and you either do not have a terminal velocity (in which case you fall a mile in 8 rounds), a terminal velocity matching real life (still 8 rounds, using any plausible number), or a terminal velocity of 300ft/round, in which case you get 19 rounds.
So basically, if you assume a person is falling and deliberately trying to slow down, then it's either 8rounds/mile, or 19rounds/mile, depending on how broadly you're willing to interpret the SRD.Last edited by carrion pigeons; 2010-02-04 at 05:49 PM.
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2010-02-04, 05:47 PM (ISO 8601)
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Re: [3.5] Falling Speed
Emphasis on the "nearly"
My guess is that the reason for rounding down, was so that if you don't activate something like Feather Fall in the first round of a 600 ft drop, you can activate it in the next round.
So, 500-odd feet, then 1200 ft, then 1200 ft each round thereafter.Last edited by hamishspence; 2010-02-04 at 05:50 PM.
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2010-02-04, 05:51 PM (ISO 8601)
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Re: [3.5] Falling Speed
600 (or 500) ft first, then 1200 thereafer, or 150 first, then 300 thereafter.
Would the first be freefall, while the second is conciously attempting to slow one's decent?Last edited by Drakevarg; 2010-02-04 at 05:52 PM.
If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 05:58 PM (ISO 8601)
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Re: [3.5] Falling Speed
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2010-02-04, 06:03 PM (ISO 8601)
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Re: [3.5] Falling Speed
Terminal velocity is 120 mph = 1056 feet per round. IIRC you fall half that in the first round. Just call it 500 feet in round 1 and 1000 feet each following round and call it a day. For flying creatures the rule for a stall is similar but only 150 and 300 feet.
EDIT: d = 0.5 * a * t^2 = 0.5 * 9.8m/s^2 * 6^2 = 176.4 meters = 580 feet. Yeup, about half in round 1. Call it 500 cuz it's easier, blame cloaks or something.Last edited by ericgrau; 2010-02-04 at 06:08 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
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2010-02-04, 06:03 PM (ISO 8601)
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Re: [3.5] Falling Speed
if they are talking about a flying mount, they probably just figured that the mount still has wings, etc, so there is resistance. And then they came up with a random BS figure that sounded doable, game-wise :P
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2010-02-04, 06:04 PM (ISO 8601)
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Re: [3.5] Falling Speed
Last edited by Drakevarg; 2010-02-04 at 06:05 PM.
If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 06:10 PM (ISO 8601)
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Re: [3.5] Falling Speed
While we're talking physics in here, how high up and how fast would you have to be for Nailed to the Sky to work the way it does? (i.e. you keep falling past the Earth, effectively entering orbit.)
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2010-02-04, 06:14 PM (ISO 8601)
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Re: [3.5] Falling Speed
Well, first it would require a round planet, no guarentee there... I think you need to move somewhere in the neighborhood of 1500 mph to stay in orbit. Not sure, Honors Physics was a year ago. But again, that's assuming you're on Earth, which of course is not guarenteed in the least. It would change depending on the size of the planet. Strictly speaking you don't need any particular height to be in orbit, just be moving fast enough that your rate of fall is more or less negated by your sideways movement. The height part mostly comes in to keep you from hitting anything.
If asked the question "how can I do this within this system?" answering with "use a different system" is never a helpful or appreciated answer.
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2010-02-04, 06:15 PM (ISO 8601)
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2010-02-04, 06:21 PM (ISO 8601)
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2010-02-04, 06:28 PM (ISO 8601)
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Re: [3.5] Falling Speed
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2010-02-04, 06:31 PM (ISO 8601)
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Re: [3.5] Falling Speed
By RAW, you fall at 150ft feet on the first round and 300ft each round thereafter. This is brought up in the manual of the planes for subjective gravity IIRC. Subjective gravity is equal in strength to normal gravity and causes this movement rate.
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2010-02-04, 06:35 PM (ISO 8601)
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Re: [3.5] Falling Speed
That IS, to the best of my knowledge, what an orbit is. Your falling but never hitting the ground. For Low Earth orbit, the speed is about 17,448 mph and a few hundred miles up. I love space travel ,I love magic and fantasy, combine them and it's nerdgasm for me.
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2010-02-04, 06:36 PM (ISO 8601)
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2010-02-04, 06:37 PM (ISO 8601)
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2010-02-04, 07:02 PM (ISO 8601)
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Re: [3.5] Falling Speed
Last edited by ericgrau; 2010-02-04 at 08:11 PM.
So you never have to interrupt a game to look up a rule again:
My 3.5e Rules Cheat Sheets: Normal, With Consolidated Skill System
TOGC's 3.5e Spell/etc Cards: rpgnow / drivethru rpg
Utilities: Magic Item Shop Generator (Req. MS Excel), Balanced Low Magic Item System
Printable Cardstock Dungeon Tiles and other terrain stuff (100 MB)