Pathfinder 1E Falling speed

Ezequielramone

Explorer
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?
 

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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.
 
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Your player is clearly wrong and you're right to doubt them.

The most relevant section of the Core Rulebook (page 443) is: "A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall." To me, that suggests 500' a round is the standard falling rate, although someone could argue it's higher.

Cheers!
Kinak
 

The Pathfinder SRD seems to lack this information, but I also found reference int eh d20 SRD that you may find relevant:

"Minimum Forward Speed
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn."


And that's a thing that is supposed to be able to fly, and is actively trying to fly falls 150' to 300' a round. I imagine that a thing that doesn't have, say, wings to try to resist falling will generally fall at least that fast.
 

Your player is clearly wrong and you're right to doubt them.

The most relevant section of the Core Rulebook (page 443) is: "A character cannot cast a spell while falling, unless the fall is greater than 500 feet or the spell is an immediate action, such as feather fall." To me, that suggests 500' a round is the standard falling rate, although someone could argue it's higher.

Cheers!
Kinak
This ties in nicely Celebrim mentioned, giving you the first round at half speed (instead of the first second in real life). I think the house rule we had is you fall 300' or so the first round, then 600' every round after that. It's not exact, but as been mentioned before, gravity is different in Pathfinder. Was a bit difficult to come to an agreement when half our group are engineers and the other half english majors (us engineers wanted to be a bit more strict to real life gravity and acceleration rules).
 

Thanks all of you. I did the math, the first 6 seconds you fall 175 meters. That is 574. ft. . So I will use 500 ft to make it easy. Next round you fall again 500 ft since you have reach your terminal speed.
 

If we took the simple rule, in feet per second per second, it would track like this...

Second 1 - Fall 32 per second, total 32 feet
Second 2 - Fall 64 per second, total 96 feet
Second 3 - Fall 96 per second, total 192 feet
Second 4 - Fall 128 per second, total 320 feet
Second 5 - Fall 160 per second, total 480 feet
Second 6 - Fall 192 per second, total 672 feet

That is very simplistic, of course. You actually fall a bit less distance, because you should use the average speed for that second, not the final speed. Additionally, it ignores wind resistance, aka "terminal velocity".

Terminal velocity varies based on the density and shape of the thing falling. A human body (without armor), falling limp, tops out at about 128 mph. In the skydiver's spread, it's about 96 mph. Headfirst, diver's mode (as the man who dove from near orbit did at first) will top out at over 200.

A house cat, on the other hand, tends to pull himself into a skydiver's spread instinctively, and tops out at under 60 mph. A cat can fall from nearly any distance (presuming it has time to orient itself) with well over a 60% chance of survival, and presuming survival, over a 90% chance of walking away with little more than strained or sore muscles from the way it extends its legs at the last moment to absorb the impact.

To convert Miles per Hour to Feet per Second, multiply by 1.5 (it's actually 1.46666, but 1.5 is an easy approximation).
 

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