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 Post subject: Zed Fall damage
Unread postPosted: Mon Oct 19, 2009 9:19 am
  

D-Bee

Joined: Wed Oct 15, 2008 9:12 pm
Posts: 6
curious, i cannot find how much damage zeds take from falls?
if anyone knows or has an idea, you know.. post it

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 Post subject: Re: Zed Fall damage
Unread postPosted: Mon Oct 19, 2009 10:23 am
  

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Champion

Joined: Thu Jul 23, 2009 9:43 am
Posts: 2941
Location: Columbia, MD
Comment: So an ogre, an orc and a gnome walk in to a bar...
I don't think it is listed. I think the assumption is they take no damage. If it is really, really, really high I could see it turning one in to an instant crawler or obscenely high totally killing one (everything is crushed). I think quicky rules would be half damage that a human takes from a similar height fall applied over the whole zed, so if it was really high there is a chance of breaking the neck/crushing the head.

Course we are talking falling off a 20 or 30 story building to probably kill a Zed.
-Matt


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 Post subject: Re: Zed Fall damage
Unread postPosted: Mon Oct 19, 2009 10:32 am
  

D-Bee

Joined: Wed Oct 15, 2008 9:12 pm
Posts: 6
what would fall dmg be for a human then?

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"uhh... the surprise roll was 20."
"for who?"
"the guy you shot with the spring cannon"


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 Post subject: Re: Zed Fall damage
Unread postPosted: Mon Oct 19, 2009 11:12 am
  

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Hero

Joined: Tue Apr 29, 2008 12:44 pm
Posts: 913
Location: Raccoon City
Comment: I really don't have anything deep or thought-provoking to say.
zenney19 wrote:
what would fall dmg be for a human then?

Typically, d6 per 10 feet. Some groups put a cap on the upper limit (like 20d6), but its up to the individual group on that one. I don't think PB has any errata on that.

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 Post subject: Re: Zed Fall damage
Unread postPosted: Mon Oct 19, 2009 2:04 pm
  

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Champion

Joined: Thu Jul 23, 2009 9:43 am
Posts: 2941
Location: Columbia, MD
Comment: So an ogre, an orc and a gnome walk in to a bar...
It takes something in the range of 1500-2000ft to reach terminal velocity (real world), so really the maximum would be around 150-200d6. Of course that is ridiculous, your only falling 110-120mph at that point, and 150-200d6 is enough to put a serious whole in a tank if you landed on it. I think the 1d6 per 10ft works just fine, up to about say the 20d6 limit. Any higher then that and you are close enough to terminal velocity that it is really pointless to count more and 20d6 is more then enough to kill a mere mortal almost everytime (and rare things do happen with people surviving with no parachute falling from hundreds or thousands of feet, 1 in a million, but it happens).

So anyway, as Leon said I'd use 20d6 as the maximum and 1d6 per 10ft of height.
-Matt


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 Post subject: Re: Zed Fall damage
Unread postPosted: Mon Oct 19, 2009 4:25 pm
  

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Dungeon Crawler

Joined: Thu Dec 11, 2008 2:24 am
Posts: 287
Leon Kennedy wrote:
zenney19 wrote:
what would fall dmg be for a human then?

Typically, d6 per 10 feet. Some groups put a cap on the upper limit (like 20d6), but its up to the individual group on that one. I don't think PB has any errata on that.



actually i think fall damage is located somewhere in HU i will consult my gms HU book

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 Post subject: Re: Zed Fall damage
Unread postPosted: Tue Oct 20, 2009 9:09 am
  

D-Bee

Joined: Wed Oct 15, 2008 9:12 pm
Posts: 6
aright thanks guys :D

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"uhh... the surprise roll was 20."
"for who?"
"the guy you shot with the spring cannon"


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 Post subject: Re: Zed Fall damage
Unread postPosted: Sun Oct 25, 2020 8:59 am
  

D-Bee

Joined: Sun Apr 05, 2009 3:24 pm
Posts: 2
I know this thread is old, but I read that if you fall a certain distance then your skull is crushed and your Body is beyond repair. I think a medic once said that you look like a Bulldozer drove over you.
So, if the skull is flattened, would that not mean brain damage and death of the Zombie?


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 Post subject: Re: Zed Fall damage
Unread postPosted: Tue Oct 27, 2020 10:45 pm
  

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Dungeon Crawler

Joined: Wed Oct 30, 2019 10:25 pm
Posts: 293
azazel1024 wrote:
It takes something in the range of 1500-2000ft to reach terminal velocity (real world), so really the maximum would be around 150-200d6. Of course that is ridiculous, your only falling 110-120mph at that point, and 150-200d6 is enough to put a serious whole in a tank if you landed on it. I think the 1d6 per 10ft works just fine, up to about say the 20d6 limit. Any higher then that and you are close enough to terminal velocity that it is really pointless to count more and 20d6 is more then enough to kill a mere mortal almost everytime (and rare things do happen with people surviving with no parachute falling from hundreds or thousands of feet, 1 in a million, but it happens).

So anyway, as Leon said I'd use 20d6 as the maximum and 1d6 per 10ft of height.
-Matt



You'd only put a hole in a tank if you got over its AR, which isn't likely.

:lol:

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 Post subject: Re: Zed Fall damage
Unread postPosted: Sun Nov 22, 2020 5:47 pm
  

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Dungeon Crawler

Joined: Mon Feb 09, 2004 10:37 pm
Posts: 339
Location: Texas Panhandle
Comment: Creator of the best PBP sites online: Explorers Unlimited & Savage Rifts
Zombies take fall damage and can be totally SPLATTED by such, just like a normal human can. This is actually covered in Hell Followed IIRC...where they talk about the aberrant sloucher behavior (a new zombie type!) of zombies that will fall on you from great heights. I don't recall if they denote the damage to a zombie being any different than that which is standard.

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