Falling is incredibly dangerous, especially from heights. As we all know, falling bodies accelerate as they fall until they reach terminal velocity, so a fall from 60 feet will inflict more damage than falling 30 ft twice. The rules below reflect the exponential nature of accelerating towards the ground.
Base falling damage occurs where nothing exists to arrest the fall of the character, where the surface fallen upon is reasonably flat or marginally sloped, where the surface is made of packed earth, wood or partial stone, and the surface is lacking in features that would cause additional damage. In this event, the damage received equals 1d6 for the first 10 ft. distance, 2d6 for the second 10 foot distance, 3d6 for the third, 4d6 for the fourth and so on. Therefore, giving the damage received in 10 foot increments, the character would suffer 1d6, 3d6, 6d6, 10d6, 15d6, etc.
If the surface fallen upon is sloped more than 30 degrees, then 1 die is removed beginning with the second 10 foot distance fallen. In 10 foot increments, this would be 1d6, 2d6, 4d6, 7d6, 11d6, etc.
If the surface fallen upon is sloped more than 45 degrees, then 1 die is removed from every 10 foot distance fallen. In 10 foot increments, this would then be, none, 1d6, 3d6, 6d6, 10d6, etc.
If the surface is clean stone without any mitigating surface or if the surface is covered with small stones, then roll 8-sided dice rather than 6-sided. If The underlying surface is clean stone and it is covered with small stones, then roll 10-sided dice.
If the surface is scrub vegetation, then treat as a slope of 30 degrees. If the space being fallen into is covered with trees, then treat as clean stone and roll 8-sided dice rather than 6-sided, to account for striking branches.
Falls into yielding surfaces such as mulch, hay or a thick carpeting of vegetation without branches, replace all rolls above with 4-sided dice.
Falls into water can be treated as a slope of more than 45 degrees.
If a character should deliberately jump from a high place, then the character should make a dexterity check for every 10 foot distance jumped (in which damage is taken – see falls into water, above). A 90 foot jump = 9 checks. Remove 1d6 for every successful dexterity check.
When a character jumps or falls and sustains damage, each item carried or worn shall make a Con check. Each item that fails its check will lose 1 damage die from its lifespan for each point of damage the character sustained.