Falling damage: Difference between revisions

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(Created page with "right|thumb|Example of falling damage. '''Falling damage''' is the Damage a creature suffers to their Hit points, in the form of {{DamageText| |Bludgeoning}} damage, when they fall a sufficient distance. Falling damage is most commonly caused by Jumping from heights, being Shoved or Thrown from them, or being pushed from them by spells and abilities with knockback. Falling damage scales with the he...")
 
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{{PageSeo
| title = Falling damage
| keywords = Falling, Fall, Damage
| description = Falling damage is the amount of damage a creature suffers when it falls from a suffcient height.
| image = Falling Damage Example.png
| type = article
}}
[[File:Falling Damage Example.png|right|thumb|Example of falling damage.]]
[[File:Falling Damage Example.png|right|thumb|Example of falling damage.]]


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==Falling damage calculation==
==Falling damage calculation==


''Baldur's Gate 3'' does not use the standard D&D 5e ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall.{{ref|https://www.dndbeyond.com/sources/basic-rules/adventuring#Falling}} Instead it uses it's own formula in which the damage is consistent and scales more discretely as the height of the fall increases. The calculations used in the game seem to involve a lot of rounding, so the exact damage taken may not always perfectly match what you would expect from calculating it.
''Baldur's Gate 3'' does not use the standard D&D 5e ruleset for falling damage, in which creatures take 1d6 damage for every 10ft they fall.{{ref|https://www.dndbeyond.com/sources/basic-rules/adventuring#Falling}} Instead it uses its own formula in which the damage is consistent and scales more discretely as the height of the fall increases. The calculations used in the game seem to involve a lot of rounding, so the exact damage taken may not always perfectly match what you would expect from calculating it.


The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creature’s maximum health:
The amount of damage taken from falls scales linearly based on the height of the fall, dealing a percentage of the creature’s maximum health (including [[Temporary Hit Points]]):
*Falls of less than {{Distance|m=4|ft=13}} deal no damage.
*Falls of less than {{Distance|m=4|ft=13}} deal no damage.
*Falls over {{Distance|m=4|ft=13}} deal damage starting at roughly 2% of the creature’s maximum health and increasing by an additional 1% for every additional {{Distance|m=0.2|ft=0.6}} fallen. {{verify}}
*Falls over {{Distance|m=4|ft=13}} deal damage starting at roughly 2% of the creature’s maximum health and increasing by an additional 1% for every additional {{Distance|m=0.2|ft=0.6}} fallen. {{verify}}
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===Prone===
===Prone===


Falls can also cause creatures to be knocked [[Prone]] when they land. A fall will always cause a creature to be knocked prone if it deals more than 25% of their maximum HP, meaning falls of around {{Distance|m=8|ft=27}} for characters without resistance to falling damage or {{Distance|m=12.3|ft=40}} for creatures with resistance to falling damage. Creatures that are resistant to bludgeoning damage but not falling damage specifically will still be knocked prone from falls of {{Distance|m=8|ft=27}} despite receiving only 12.5% of their maximum HP in damage.  
Falls can also cause creatures to be knocked [[Prone]] when they land. A fall will always cause a creature to be knocked prone if it deals more than 25% of their maximum HP, meaning falls of around 8m / 27ft for characters without resistance to falling damage or 12.3m / 40ft for creatures with resistance to falling damage. Creatures that are resistant to bludgeoning damage but not falling damage specifically will still be knocked prone from falls of 8m / 27ft despite receiving only 12.5% of their maximum HP in damage.  


===Example===
===Example===


A creature that falls from a height of {{Distance|m=5.4|ft=17.7}}, with no resistance to falling damage, would be expected to take damage equal to 2% of their max health + 1% for every additional {{Distance|m=0.2|ft=0.6}} of height after damage begins, in this case giving us 2% + 7% or around 9% of a creatures max hit points from a {{Distance|m=5.4|ft=17.7}} fall. As the fall was less than {{Distance|m=8|ft=27}}, the creature will not fall prone.  If the fall was caused by a shove or throw and either creature is wearing the [[Callous Glow Ring]] then the creature that falls will also suffer an additional 2 radiant damage.
A creature that falls from a height of 5.4m / 17.7ft, with no resistance to falling damage, would be expected to take damage equal to 2% of their max health + 1% for every additional 0.2m / 0.6ft of height after damage begins, in this case giving us 2% + 7% or around 9% of a creatures max hit points from a 5.4m / 17.7ft fall. As the fall was less than 8m / 27ft, the creature will not fall prone.  If the fall was caused by a shove or throw and either creature is wearing the [[Callous Glow Ring]] then the creature that falls will also suffer an additional 2 radiant damage.


==Falling damage resistance and immunity==
==Falling damage resistance and immunity==
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* {{sai|Second-Story Work}}: Class feature granted to rogues at level 3 if they choose the [[Thief]] subclass.{{note|Second-Story Work appears to incorrectly reduce falling damage by 75% instead of 50%, however this does not increase the distance you can fall without being knocked prone beyond that of regular resistance.}}
* {{sai|Second-Story Work}}: Class feature granted to rogues at level 3 if they choose the [[Thief]] subclass.{{note|Second-Story Work appears to incorrectly reduce falling damage by 75% instead of 50%, however this does not increase the distance you can fall without being knocked prone beyond that of regular resistance.}}
* {{sai|Slow Fall}}: Reaction granted to [[Monk|monks]] at level 4.
* {{sai|Slow Fall}}: Reaction granted to monks at level 4.
* {{sai|Aspect of the Beast (Chimpanzee)|Aspect of the Beast: Chimpanzee}}: Class feature that can be taken by barbarians at level 6 or 10 if they chose the [[Wildheart]] subclass.
* {{sai|Aspect of the Beast (Chimpanzee)|Aspect of the Beast: Chimpanzee}}: Class feature that can be taken by barbarians at level 6 or 10 if they chose the [[Wildheart]] subclass.
* {{sai|Cat's Grace}}: Variant of [[Enhance Ability]] availiable to bards, clerics, druids, and sorcerers at level 3 or from {{SmItemIcon|The Graceful Cloth}}.
* {{sai|Cat's Grace}}: Variant of [[Enhance Ability]] availiable to bards, clerics, druids, and sorcerers at level 3 or from {{SmItemIcon|The Graceful Cloth}}.
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* {{sai|Feather Fall (Condition)|Feather Fall}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}.
* {{sai|Feather Fall (Condition)|Feather Fall}}: Condition granted by {{sai|Feather Fall}}, {{SmItemIcon|Potion of Feather Fall}}, {{SmItemIcon|Scroll of Feather Fall}}, and {{SmItemIcon|Corvid Token}}.
* {{sai|Web}}: Landing in the [[Web Surface]] created by this spell nullifies all fall damage from any height.
* {{sai|Web}}: Landing in the {{Area|Web (surface)}} surface created by this spell nullifies all fall damage from any height.
* {{sai|Veil of the Wind}}: Passive feature granted by {{SmItemIcon|Nyrulna}}.
* {{sai|Veil of the Wind}}: Passive feature granted by {{SmItemIcon|Nyrulna}}.
* {{sai|Astral Gravity (Condition)|Astral Gravity}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]].
* {{sai|Astral Gravity (Condition)|Astral Gravity}}: Condition granted in the [[Astral Plane]] and the [[Shadowfell]].

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