Hi and thanks for your time. One of my player says that, when a creature falls, he does it a his land move speed. For me that make no sense since we know every objets fall at the same acceleration (let's leave the aerodynamic effects for now). I have some ideas for this situation, but I want to look at official sources first but I can't find anything but falling damage.According Togo the feather fall spell, it gives you a "falling speed" of 60 ft. so I believe normal falling speed must be higher.Anyone can give me some indication where I can find those titles if they exist?
Your player is incorrect. If you read the text of featherfall, you'll see it lowers your fall speed to roughly a double move downward (roughly 60' per round, or equivalent to the speed you have jumping down a 4 or 5' height).
In fact, if your game is causally realistic, all falls of any height are generally finished by the time a 6 second round ends. That's because most objects will traverse about 1000' downward if they freefall for 6 seconds. This translates to a downward move of about 500 (or 100 squares). By about 6 seconds, a human will have largely reached terminal velocity, and will fall another 1000 every 6 seconds after that. Falls should only take multiple rounds if they are multiples of 1000' feet.
Now, your game might not be casually realistic. It might obey cinematic falling rules such as you see in movies and other visual medium. In this world, presumably accelaration due to gravity is lower, terminal velocity is lower, and kinetic energy increases linearly with velocity instead of exponentially. It superficially looks like this world, and you don't have to figure out the details of the physics, but perhaps a character only falls 250' per round. This gives time for PC to react to another character falling from a skyscraper, and cinematically rescue them. If you want to do that, that's fine as well and it makes for an interesting house rule, but I don't think its actually a standard rule. By convention in D&D, all falls are completed in the round they occur. For practical purposes in D&D, the speed of a fall has been simplified to 'instantaneous', and falls can only be interrupted if you can do something instantaneously, such as cast featherfall.
If you want a more cinematic universe, you'll also have other non-realisms. For example, in cinematic physics, ropes have the ability to absorb and disappate kinetic energy on contact, so that if you fall from any distance, but grab a rope at the last moment, you are virtually unharmed instead of snapping every bone in your back as you come to a sudden stop. Likewise water is safe to jump into from any height as it possesses the same quasi-magical properties. But as the DM you are in no way forced to adopt these conventions. In general, I find a casually realistic unverse is easier to manage.