## An alternative to looking at gravity on the planes

### Roll 1d6 to determine how gravity works on the plane

1) Gravity is static2) Gravity is erratic

3) No gravity

4) Regular intervals of different types if gravity

5) Regular gravity with avoidable "bubbles" of erratic gravity

6) DM's choice

### Gravity Strength, Roll a 1d6

1) Weakened Gravity2) Strengthened Gravity

3) Normal Gravity

4) No Gravity

5) Erratic Gravity Strength

6) DM's Choice

### Weak Gravity 1d10

1-2) Gravity is 5% weaker. Jumping gets a +2 bonus, land speed gets a +5 foot bonus *3) Gravity is 15% weaker. Jumping gets a +4 bonus, land speed gets a +7.5 foot bonus

4) Gravity is 25% weaker, Jumping gets a +6 bonus, land speed gets a +10 foot bonus. Take 1/4 off falling damage

5) Gravity is 35% weaker. Jumping gets a +8 bonus, land speed gets a +15 foot bonus.

6) Gravity is 50%% weaker. Jumping gets a +12 bonus, land speed gets a +20 foot bonus. Take 1/2 off falling damage

7) Gravity is 60%% weaker. Jumping gets a +16 bonus, land speed gets a +25 foot bonus.

8) Gravity is 75%% weaker. Jumping gets a +20 bonus, land speed gets a +30 foot bonus. Only take 1/4 damage (or count all falling creatures & items as if they are under a "feather fall" spell)

9) No Gravity,

10) DM's Choice

* With weaker gravity until PCs get used to the gravity, all full body actions such as running or jumping are at a -4 check. Adjustments take 1d8+2 minutes

### Strong Gravity 1d10

1-2) Gravity is 5% stronger. Jumping gets a - 2 penalty, fragile objects 5% more likely to break, all objects weigh 5% more, land speed is reduced by -5 feet *3) Gravity is 15% stronger. Jumping gets a - 4 penalty, fragile objects 15% more likely to break, all objects weigh 15% more, land speed is reduced by -7.5 feet

4) Gravity is 25% stronger. Jumping gets a - 6 penalty, fragile objects 25% more likely to break, all objects weigh 25% more, land speed is reduced by -10 feet. Falling does 25% more damage.

5) Gravity is 35% stronger. Jumping gets a - 1 penalty, fragile objects 35% more likely to break, all objects weigh 35% more, land speed is reduced by -12.5 feet .

6) Gravity is 50% stronger. Jumping gets a - 12 penalty, fragile objects 50% more likely to break, all objects weigh 50% more, land speed is reduced by -15 feet

7) Gravity is 60% stronger. Jumping gets a - 16 penalty, fragile objects 60% more likely to break, all objects weigh 60% more, land speed is reduced by -17.5 feet

8) Gravity is 75% stronger. Jumping gets a - penalty, fragile objects 75% more likely to break, all objects weigh 75% more, land speed is reduced by -20 feet. Creatures that can only move 20 feet may make a 5 foot or attack, not both.

9) Add an extra 1d6 gravity to 1 gravity, increasing the difficulty accordingly.

10) DM's Choice

* With stronger gravity until PCs get used to the gravity, all full body actions such as running or jumping are at an additional -4 checks.. Adjustments take 1d8+2minutes

### Direction of gravity (1d8)

1) Reverse gravity2) Gravity to the right

3) Gravity to the front

4) Gravity to the back

5) Gravity to the left

6) Normal Gravity

7) Gravity bubble (roll 1d6, as above)

8) DM's Choice

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