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How many D wounds from a 10 ft/3 m fall?

Gruffty

SOC-14 1K
I recently Refereed a game (see the BritTrav thread elsewhere) during which the PCs dropped an unconscious Vargr out of a ship from 10 feet (approx. 3 m) above the ground (the ship wasn't moving, just hovering, btw).

As Ref, I stated the Vargr received 1D wounds per metre of fall, i.e. 3D wounds. One or two of the players disagreed with this so I changed the ruling so that the Vargr didn't receive any further wounds (i.e. he was lowered gently from the ship).

I've tried to find a CT ruling on this (i.e. how many D wounds for a fall) and have been unsuccessful.

Has anyone got any ideas, or can tell me if there are rules for this sort of thing in other versions of Traveller?

Thanks! The Hiver ;)
 
I have seen something on this somewhere. If I remember, I'll post. But, if I were GMing it, I'd default to 1D damage per 10 feet.

So much depends on the character, though. If he fell on his head, it could have been much worse. Or, he could have broken an arm or a collar bone.

I think, since the Vargr was unconscious, I'd do the 1D damage, but I'd make it random damage (that is, I'd apply it randomly to the character's stats). That way, if one of his stats was 6 or less (I assume he only had two physical stats left since one was already at 0 for him to be unconscious), he'd be serious injured with a broken bone.

For example: Let's say the Vargr, when dropped out of the spacecraft, had stats 480xxx.

I'd roll 1D damage, applying it randomly between his STR and DEX. If the roll is 4 or greater, and the random throw made it apply to the Vargr's STR, then the Vargr would have, at best, 080xxx just after he was dropped. At worst, it would be 060xxx.

That's pretty much how I would have handled it. If the dice showed a serious wound with two stats at zero, then that indicated the Vargr broke a bone or some such on the fall. I might let the hit location chart decide where the wound was.

OTOH, if the Vargr fell and still only had one stat at zero, he took the brunt of the fall fairly well.
 
Thanks for that, S4. I'll use that in future
 
Originally posted by Supplement Four:
I have seen something on this somewhere. If I remember, I'll post. But, if I were GMing it, I'd default to 1D damage per 10 feet.
Is this what you're looking for?

FALLING DAMAGE

Falling into pits, from ledges, down shafts, and so forth will certainly cause damage unless the fall is broken. While such falls could break limbs and other bones, it is probable that your referee will simply use a hit points damage computation based on 1d6 for each 10' of distance fallen to a maximum of 20d6, plus or minus adjustments for the surface fallen upon. This treatment gives characters a better survival chance, although it is not as "realistic" as systems to determine breaks, sprains, dislocations, internal organ damage, etc.
The above was taken from page 105 of the 1st-Edition Advanced Dungeons & Dragons Players Handbook, written by Gary Gygax, and copyrighted (c) 1978 by TSR Games (Used here without permission).

Although the "Hit Points" concept doesn't directly transfer, it would be fair to point out that a healthy CT character of average stats (UPP: 7777777), has only 21 "Hit Points," and thus could easily survive a 30-foot fall (by 3 points), but could be killed by a 40-foot fall (by -3 points).

I hope this helps.
 
Two nights ago, I had my computer perform an automated text search of all the PDF files on the CT CDROM.

I used: "cliff" "damage" "drop" "fall" "falling" "impact" "pit" and "shaft" as search items.

No positive results were returned regarding "Falling Damage."

I've since tried a manual search through the LBB's and the adventures. Reading at 600+ wpm helps, but again I turned up nothing.

Perhaps the original Traveller "rule" on damage received from a fall was written in a magazine article?
 
Look at pg. 7 of AHL. There, is a character misses his roll when swinging down a level, it's a light wound.

A "level" is a deck level, so we're talking about 3 meters.

A light wound translates to 3D damage in Striker/AHL-to-Traveller terms.

So, it looks like your original call was pretty good. 1D damage per meter fallen.

S4
 
I had a sneaking suspicion that I'd seen something close to a damage/fall concept somewhere in the CT canon. Thanks for checking that out for me, S4.

HKR: I'd have carried out that search too, if I could only find my CT CD-ROM :(
 
S4: Okay, I know I'm gonna have a "D'OH!" moment from this one, but what is AHL? My brain is still foggy from the weekend. I've also noticed that some of my PDFs are almost entirely graphic, not text-based, so their contents won't show up on a search.

Grufty: I copied all of the CD-ROM files over to a folder on my HDD, then placed a shortcut to that folder onto my desktop. If I get bored, I might set up a "Start-Programs-CTCDROM" shortcut for each PDF, as well.
 
The only reference to falling damage I can find in any CT product is from Room 9 in Shadows. There, if you fall down the 95 metre shaft (from any height...) you apply 2d damage in one lump plus a further 2d applied in two 1D parts. Plus there is a roll to avoid splitting your vacc suit.
 
D'OH!

AHL == Game 03a "Azhanti High Lightning"

[NITPICK]

Page 7

8. MOVEMENT ACTIONS
C. Special Movement Actions
1. Light Wound: Each light wound reduces a character's weapon skill, melee value, and morale by 1. Each time a character receives a light wound roll one die; on a roll of 6 the character loses consciousness.
This rule does not state "a character suffers X dice of damage per Y meters distance."

Page 11

11. FIRE COMBAT RESOLUTION
C. Determining Hits
1. Determining Range ... If a character is firing up or down a level, the distance between the levels in squares (one square equalling 1.5 meters) must be added to the range.
This rule does not give the distance between levels.

Page 12

12. WOUNDS
B. Types of Wounds
1. Light Wounds: On a roll of 12, the character suffers a light wound and is unconscious.
This rule does not state that a character receives 1D damage to STR/DEX/END.

Supplement 05 "Azhanti High Lightning"

Page 14

Deck Plan Arrangements

Each hangar deck was oversize, measuring eighteen (rather than 4.5) meters in height, and each yielded a single cargo deck with four times the standard capacity.
This rule indicates 4.5 meters height for cargo decks.

Page 34

Hangar Deck
The entire hangar deck is 18 meters high...
This rule indicates 18 meters height for hangar decks.

The is no consistant value given for distance between levels.

Overall, Azhanti High Lightning does not give any rule for determining the damage a CT character takes from a fall, as AHL uses a different method for determining the health of a character, and not the STR/DEX/END method employed by Classic Traveller rules. One could assume that the AHL rules apply to standard CT characters, but every assumption punches another hole in the rule.

The Traveller Book, Page 135, INTERIOR LEVEL LOCATIONS (1-13), 9. Large Central Chamber:

"... If any throw is unsuccessful, the individual falls, and will suffer 2D hits applied randomly in one lump (perhaps producing unconsciousness), and a further 2D applied in 1D units."
This rule still does not give a unit damage per unit distance fallen.

I would like to know where one would find a CT rule that states something like:

"Under 1G, a 100 kg character will take 'X' amount of damage per 'Y' distance fallen. The following DMs apply..."

[/NITPICK]

Therefore, I propose the following rule:

"Falling Damage: Assuming 1G acceleration, a character will take 1D of damage upon impact per 3 meters fallen, and applied to STR, DEX, and END as per normal damage rules. Multiply total damage by gravity or acceleration due to other factors. Thus, a character falling in a 0.5G gravity field will take half damage, while a character falling in a 2G gravity field will take double damage.
 
Originally posted by Heretic Keklas Rekobah:
Gruffty: I copied all of the CD-ROM files over to a folder on my HDD, then placed a shortcut to that folder onto my desktop. If I get bored, I might set up a "Start-Programs-CTCDROM" shortcut for each PDF, as well.
Very good idea, which I will adopt, once I find my missing CT CD-ROM disc..... ;)

Thanks for the fall/damge rule idea, as well -moscht interestink, Mischter Bohnd.......
 
Originally posted by Heretic Keklas Rekobah:
[NITPICK]

This rule does not state "a character suffers X dice of damage per Y meters distance."
Not flat out, like that, no. But that's what the rule means.

Average height for a deck in Traveller is 3 meters. That's all over the place.

AHL and Striker use the same damage system (close enough for this reasoning). And, a light wound in Striker translates to 3D damage in regular Traveller.

So, if you fall a deck, you've fallen 3 meters.

That rule seems to be applying 1D damage per meter fallen, unless you make a roll, or climb down, or something like that.

"Falling Damage: Assuming 1G acceleration, a character will take 1D of damage upon impact per 3 meters fallen, and applied to STR, DEX, and END as per normal damage rules. Multiply total damage by gravity or acceleration due to other factors. Thus, a character falling in a 0.5G gravity field will take half damage, while a character falling in a 2G gravity field will take double damage.
[/QB][/QUOTE]

Yep. Not a bad rule at all.

MT's got some rules like that in the back of the Player's Manual can can be directly ported to CT.

I know the MT rule (like most MT rules) were ported from CT originally--I'm just not sure where MT got that rule from CT. Maybe Striker. MT pulls a lot of rules out of Striker.

And...I know I've still seen a more specific rule in CT somewhere about falling. I just can't figure where. Maybe an JTAS article. I remember it being either 1D per meter, or 1D per 3 meters.

If I find it, I'll post.

But, you've got a good rule there.
 
... And...I know I've still seen a more specific rule in CT somewhere about falling. I just can't figure where. Maybe an JTAS article. I remember it being either 1D per meter, or 1D per 3 meters.

If I find it, I'll post.

But, you've got a good rule there.

This "Good Rule" is merely ad hoc - it works well enough, but it's also one I made up on the spot (based on the AD&D 1st ed. rules, anyway).

I hope you do find the one you're thinking of, and I hope that it's canonical. In the meantime, I modified the rule and explained its application a little more:

"Falling Damage: Assuming 1G acceleration, a character will take 1D of damage upon impact per 3 meters fallen, applied to STR, DEX, and END as per normal damage rules. Round off all fractions to the nearest integer. Multiply total damage by acceleration due to gravity or other factors. Thus, a character falling in a 0.5G gravity field will take half damage, while a character falling in a 2G gravity field will take double damage."

If the height is less than 1.5 meters, the character will take no damage (Ref's Option).

If the planetary density is the same as Terra's (a SIZ-8 world), then the world's gravity will be equal to it's size rating divided by 8. Thus, Yorbund (Regina 0703-C-7C6503-7) will have a surface gravity 7/8 that of Terra.

If Mean Joe Average (777777) falls from a height of 10 meters, then he will take 3D of damage (10/3=3.33 ... maybe 3D+2, instead?) times 7/8. Maximum damage would then be 16 points (15.75, rounded up), instead of 18 on Terra. He'll still be Unconscious, but may heal quicker.

Your results may vary...
 
Nitpicks on a good idea

If Mean Joe Average (777777) falls from a height of 10 meters, then he will take 3D of damage (10/3=3.33 ... maybe 3D+2, instead?) times 7/8.
Nah, just make it a round number 3D6.

Multiply total damage by acceleration due to gravity or other factors. Thus, a character falling in a 0.5G gravity field will take half damage, while a character falling in a 2G gravity field will take double damage."
I would say "Multiply total damage by ratio to Earth's gravitational field." Then use your example. Its a nitpick, I know.

If the height is less than 1.5 meters, the character will take no damage (Ref's Option).
Make it a chance to take damage. A fall from a stepladder can kill if you fall wrong, or against something just so.
 
Make it a chance to take damage. A fall from a stepladder can kill if you fall wrong, or against something just so.

Hey, crits happen!

There is always the possibility of a fatal fall, even if it's only falling over your own two feet in 1G.

How to work it in, though?

Such a rule must be simple enough that it can be worked out during play without first requiring a real-life Master's Degree in Accounting, yet credible enough to satisfy the majority of "realistic" role-players.

(I remember that this topic was debated in the pages of Dragon magazine over several issues in the mid-1980's, and when the dust finally setlled, the rule stood as it was originally written: "1d6 per 10 feet fallen, up to a maximum of 20d6 or 200 feet" with no mods for variant gravity fields. I stoppped seriously DM'ing around 1988, so if the rule has changed since then, I would not know.)

It surprises me that this subject does not appear in the "X dice per Y distance" format anywhere on my CTCDROM. I can't believe that Saint Marc hadn't codified this rule in all that time. He likely did, but it's buried in some JTAS article, somewhere...
 
CT Falling Damage, v3.00 (Ad Hoc)

It came to me last night...

CT FALLING DAMAGE, v3.00 (Ad Hoc)

To determine damage from a fall:

1.0) Roll 1D for every 3 meters of fall (for damage on impact).
2.0) Multiply the result by the local gravity:
2.1) Use SIZ rating of the world divided by 8, OR...
2.2) ... the strength of the local artificial gravity field.
3.0) Round fractions to the nearest integer value.
4.0) Roll 1D (for just being a klutz).
5.0) Add the two rolls together (for minimum damage of 1 to 6).
6.0) Apply to STR, DEX, and END per CT damage rules.

There are still a few holes, but this should work in most cases.

Even on a SIZ-0 world (Asteroids, planetoids, small satellites), a character can still take from 1 to 6 points of damage from tripping over his own feet and flailing about in a vain attempt to stay vertical.

Comments? (Remember the K.I.S.S. principle!)
 
I'd get rid of the d6 and simplify to a progression.

Code:
Sz  m/d
 0  60
 1  24
 2  12
 3   8
 4   6
 5   5
 6   4
 7   3.5
 8   3
 9   2.7
10   2.4
I used 0.05G for size 0 This consolidates steps 1-3 of your process into a single lookup. Some rounding has been applied.
 
You call that KISS? ;)

I think we can ignore the real physics involved and be close enough for the game with a handwave of simplicity...

Character falls:

Roll 1D6 per meter of fall. Maximum 6D6 (just because)

Roll Dex check (2D6 less than or equal to Dex score)

Subtract 1D (smallest) if check succeeds.

Add 1 point per world size digit. Subtract 1 point per Dex score. 1G standard gravity adds 8 points.

Example:

Enerii is walking down the corridor of the Kinunir under standard gravity, and trips over a carelessly misplaced multi-tool. He falls.

Enerii has a Dex of 9. The fall is 1m (actually it's not really a fall from height in this case but we have a 1m minimum).

Roll of 1D6 is 4. Enerii makes his Dex check with a roll of 7. We subtract the lowest (only in this case) D6. Then we add 8 points for gravity and subtract 9 for Enerii's Dex score. Total damage is 0 (treat neg as 0 natch).

Enerii gets up (undamaged but for his pride) and curses the tech who left a multi-tool on the floor of the corridor. He looks at the tool's log to find the culprit... and quietly slips his multi-tool back into his belt.
 
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