On falling speed.
Falling from a great height is a natural part of any DnD character's lifestyle. Whether it's falling from airships or dragons, from being teleported upwards, or being thrown by a giant bird, things that have gone up always come down, and not always nicely.
In a system where the smallest unit of time is 6 seconds, falling takes on a very interesting twist. With earth gravity in a vacuum, a falling object will have fallen 176.5 meters in 6 seconds. That's 579 feet, or 115 paces. That's pretty far. Similarly, also in a vacuum, after six seconds of fall, the object will have reached a velocity of about 131.621107731 miles per hour. (211.82364 kilometers per hour, but imperial is relevant for five-foot paces).
Of course, this doesn't take into ac…
Worksheet - Balancing Ability Scores
- 1 Constitution
- 2 Dexterity
- 3 Strength
- 4 Intelligence
- 5 Wisdom
- 6 Charisma
Constitution is good for:
- hit points
- vitality
- heal value
- Fortitude
- Grappling (if better than Strength)
- Mail armor
- Plate armor
- Endurance
- Stabilize saves
- Shrug it off saves
Dexterity is good for:
- Reflex
- Initiative (if better than Intelligence)
- Unarmed (if better than Strength)
- Light blades (if better than Strength)
- Flails (if better than Strength)
- Thrown weapons
- Bows
- Crossbows
- Leather armor
- Hide armor
- Acrobatics
- Break fall saves
- Escape saves
- Stealth
- Thievery
Strength is good for:
- Grappling (if better than Constitution)
- Unarmed (if better than Dexterity)
- Light blades (if better than Dexterity)
- Flails (if better than Dexterity)
- Axes
- Bludgeons
- Hammers
- Spears
- Swords
- Polearms
- Athletics
- Break free saves
Intelligence is good…