FALLING DAMAGE MATRIX
These tables are for purposes of determining damage sustained from falling long distances, a minimum of 10'. Beyond 200', assume no further speed will be gained and do not alter results. Results may be altered for the type of surface fallen on — +3 for jagged and/or rocky surfaces (but no more than +3), and -3 (or more) for soft surfaces such as plants, etc.
For each 10' fallen, there is a 5% chance than one of the results below will occur. Beyond 50', for each 10' above or below 50', add or subtract 1 for each 10 to the result below. Thus, a character must fall at least 50' to be killed on impact.
This table is merely a way to express the damage taken in falling, and is independent of it. If a character is killed from the hit points dealt by a fall, the table can be ignored, but if a character takes only a few hit points from a fifty foot fall he can still die if he takes all his damage in the neck...
A: this is a superficial injury, causing pain only.
B: this is a superficial injury, causing pain, especially when used. Consult Subtable I.
C: This is a light injury, causing pain always, and will interfere slightly with combat. See subtable II.
D: This is a light injury. Consult Subtable I.
E: This is a light injury. Consult Subtable I.
F: This is what it sounds like. Stunning lasts a number of melee
rounds equal to the tens of feet fallen.
G: This is as a wound. See table II.
H: This is as a wound. See table I.
I: This is as a wound. See table I.
J^'This is a crippling wound. See table II.
K: This may not be noticed. Bleeding will continue; the character will take 1/6 the number of hit points each succeeding melee round as he took from the fall itself until he is healed to the point he was at before the fall, or until death. Character should be told only that he feels weaker and weaker and weaker ...
L: This character will be stunned as per F, but will suffer a gradual Loss of Intelligence - one point per day. Roll 3d6, and the character must roll under the number of points of intelligence he woke up with that morning to notice. Others will usually notice after 3 or more points of intelligence are lost.
M: This will be noticed, as it will cause immense pain inside, causing 1/2 the number of points of damage each melee round following until the character is healed (as |£) or dies.
N: This is a break to the neck, skull, or back (even chance).
If the victim is moved, more damage will result - 1/2 the damage sustained from the fall each move - until or unless the victim is healed.
O: This character will not be able to be woken up unless he is
treated with a heal spell, and must be force-fed and such.
P: This is instant death. Such unfortunates can, of course, be raised, assuming all the goo is scraped up.
Table I. d12
Note that hand and foot injuries can mean one or more fingers, thumb, toes, ankle or wrist, but will mean the whole part is out of commission. If the wound is superficial, give -1 on all attack or defenses - both if a lower limb injury. If light wound, give -2 on either or both as above. If a wound, limb is unusable - cannot stand or walk on broken leg, fight or use shield with broken ar», throw spells with somatic gestures with broken arm, etc.
Table II. d20
Hand foot injuries as above. If a light injury, -2 on attacks and defenses as above. If a wound, limb is unusable as above. If a crippling wound; victim will be unable to fight or cast spells at all, and may only trail along (or be carried along, as the case may be). If the victim insists on fighting, give -6 to hit, +6 on armor class((also negate any dexterity bonuses), and give a 70% chance that any spells cast will be miscast in some way. Thieving abilities, etc. will be likewise affected.