Most of the writing I'm doing for the game right now focuses on specific situations that may arise over the course of a campaign: i.e., chases, disease, encumbrance, etc. All of it will be considered optional rules, offered for the BM as suggestions.
In that vein, I've decided to bring back the falling damage rules as they were apparently meant to be: with a geometric progression of damage dice, rather than a linear one. Here's the text for the section on "Climbing & Falling":
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Climbing
sheer surfaces requires a Tough Trickster lore check. “Sheer surface” is
defined as any surface without clear hand-holds or other protrusions. Some species receive bonuses to their climb
checks, detailed in their species description, and of course any character with
levels in Trickster lore will have a great advantage here.
Any
creature who flies under her own power and suffers an attack while airborne
that inflicts 50 percent or more of her total maximum HP should make a
Challenging Trauma save, or fall to the ground.
There
are two ways a BM can model the physical consequences of falling. One method should be chosen and used
consistently.
Characters
and creatures suffer compounded damage from falling, 1d5 [1d6] for each 10
feet. In other words, falling 10 feet
inflicts 1d5 [1d6] damage, while falling 20 feet inflicts 1d5 [1d6] + 2d5
[2d6], falling 30 feet inflicts 1d5 [1d6] + 2d5 [2d6] + 3d5 [3d6], and so on. This geometric progression continues to a
maximum of 21d5 [21d6], which represents terminal velocity.
Alternately,
the BM can choose a particular height as a threshold, and rule that any
character who falls that distance or greater and hits the ground needs to make
a Trauma save or be instantly killed. A successful save means she suffers 1d5
[1d6] damage per 10 ft. fallen (in a linear progression), to a maximum of 20d5
[20d6] for falls of 200 ft. or more.
This
second method can assign Threat Levels to the Trauma save based on every 10
feet fallen, like so:
Table
4.2: Falling Distance and Trauma Save
Threat Levels
Distance
Fallen Threat
Level
10
ft. Easy
20
ft. Average
30
ft. Tough
40
ft. Challenging
50
ft. Formidable
60
ft. Heroic
70
ft. + Epic
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Falling damage is a difficult thing to model in an RPG, because the real-life situation seems so arbitrary. Sometimes, people die simply while tripping over a curb and landing the wrong way, while someone else survives a fall from thousands of feet after their parachute doesn't open.
Still, the consequences of falling in the real world are terrifying for most people to contemplate, and the same should be true of characters in a fantasy world. So these suggested rules are meant to address that. Sure, they're arbitrary, but then, aren't all rules?