Fall damage that is fair: small drops free, rolling softens, never a surprise death
Adventure maps are full of ledges, and a fall that hurts for a one-tile hop feels petty while one that does nothing makes cliffs pointless. Measuring from the wrong point also punishes jumping up. Here is where to measure from, what to forgive, and what a well-timed roll does.
Why this works
A fall hurts because of how far the body dropped, not how far it travelled. Measuring from the highest point reached is the one number that matches what the player saw. A free margin, a way to soften it and no surprise death keep the rule fair.
When not to use it
Skip it in a gentle or story-driven game where falls are only a way to get around, or in a game with a hard-core mode that wants falls to kill. For the first, drop the damage and just play a stumble; for the second, say so before the player jumps.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- A diagram of every state
- 35 lines of example code with 6 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Fall damage that is fair: small drops free, rolling softens, never a surprise death" (read_entry rpg-fall-damage-from-apex) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP