Copyright (c) 1996 by Bob Portnell It had come up once or twice that the Falling Damage rules were inconsisent with the general impact "meta-rule" of 1d per 5 hexes of speed. So: After doing all the nasty math (which I shan't inflict upon the List), I humbly submit: A 1 yard fall does 1 die damage, plus 1 point for each additional yard up to 4 yards. Thus a 2 yard fall is 1d+1, a 4 yard fall is 1d+3. A 5 yard fall does 2 die damage, plus 1 point for each additional yard up to 9 yards. Thus a 7 yard fall is 2d+2, a 9 yard fall is 2d+4. I think this reality checks okay; 9 yards is roughly three stories-- a fall of three stories is likely to make someone unconscious and do a substantial injury, but not kill. A 10 yard fall does 3 die damage; add 1 die for each ten yards and +2 for each additional five yards. A 25 yard fall does 4d+2; A 40 yard fall does 6d; a 50 yard fall does 7d. As usual, treat all falls of greater than 50 yards as 50 yards, due to terminal velocity effects. This may seem low, but people -do- survive terminal velocity impacts. The original rules suggest an average terminal velocity impact damage of 75 points... instant death, though survival was possible if very unlikely. My revision gives an average of 25 points... probably death, almost certainly severe injury. Also uses a reasonable number of dice. I'd also add a DX save to reduce a fall by 3 yards; I'd modify the Acrobatics to reduce the effective fall distance by 5 yards AND reduce the fall damage by 2 points.