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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Wed Aug 03, 2005 4:20 pm Post subject: Damage to objects fallen on as well as objects fallen? |
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Someone earlier was asking about the official rules on falling objects in the Official Rules thread, and that got me thinking about a potential house rule. Perhaps one could assign damage to both objects in a falling collision, both the object hit and the falling object.
Basically, here's how it goes:
Assign damage to falling object based on distance, scale
Assign damage to object fallen based on the falling object's distance and scale
Add/subtract damage arbitrarily, based on the other object's "hardness":
Marshmallow soft: -5D
Bale of Hay: -3D
Fat Human: -2D
Skinny Human: -1D
Flimsy metal: -2
Dirt: 0D
Solid Metal: +2
Duracrete: +1D
Glass: +2D if stable, +3D if shattered, assign body strength arbitrarily
Note, these are just examples, make your own as you wish.
Comment freely, I'm interested in seeing how this is recieved. |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Wed Aug 03, 2005 5:10 pm Post subject: |
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Why does dirt do more damage than soft metal? Dirt by itself is relitivly small and not attached to the other pieces....so when it hits something it would scatter. Soft metal would be attached to more soft metal and would have resistance. Just curious. _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Wed Aug 03, 2005 5:15 pm Post subject: |
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Well, when I say dirt, I mean dirt attached to the planet itself. As in, "ground". If I had a "sand" rating in there, scattered dirt would be similar to it. Probably about -4D or so. But yeah, dirt means packed dirt, not scattered. |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Wed Aug 03, 2005 5:33 pm Post subject: |
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Ok, I thought you made this scale to reflect the damage done to the object hit, i.e. person hit by falling dirt. But you mean if a person fell and was going to take 5D damage from a fall dirt has no modifier so the ground and person take 5D where the if he hit duracrete while he was falling the person would take 6D and the duracrete would take 4D? Is this what you mean?
Wouldn't this be irrelivent as whatever got hit would just soak the same damage in whatever scale the falling object is? ie. The AT-AT would soak 6D character scale damage while the character would also soak 6D in character scale? I mean, hitting a glass plate vs. hitting metal should do the same amount of damage although one would be cuts and the other would be blunt force trauma. _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Boomer Captain
Joined: 14 Jul 2005 Posts: 688 Location: Terra Sol
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Posted: Wed Aug 03, 2005 6:04 pm Post subject: |
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I agree with Endwyn. No need for falling modifiers since the objects already have all the modifiers they need, and using scale is well enough for the rest.
Damage for falling, or having something fall on you, would be the same since the objects impact at the same speed either way.
The advantage of being the one falling is that you are not trapped under what fell.
The advanatge of the object falling on you is that you get to dodge beforehand, not just soak. _________________ My backpack has jets!
I'm Boba the Fett!
And I bounty hunt for Jabba Hutt,
to finance my 'vette! |
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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Wed Aug 03, 2005 9:07 pm Post subject: |
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Hmm. I suppose you do have a point there. I mainly wanted to reflect the idea of the cushion or rigidity of some objects. Basically, a marshmallow hitting a human has little to no effect on a human, and a human falling in a pile of marshmallows will be fairly protected, while on duracrete, it's typically smack or splat. If you have any suggestions for this, let me know. I'll see what I can do in the meantime. As for the example, Endwyn, yes, you have it correct. |
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Endwyn Commander
Joined: 22 Jul 2005 Posts: 481
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Posted: Wed Aug 03, 2005 9:18 pm Post subject: |
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I would say just decrease the damage based on the object they hit. The real key is how far the "deceleration zone" is. most bungee places have a 20ft + cusion for falls under 100 ft. If someone really jumped from the platform ithout the bugee they would still be hurt, just not as bad (unless lucky). Perhaps, the deceleration zone's height (in falling damage) subtracted from the falling damage of the entire distance? Or just take the distance of the fall to the deceleration area. Not really sure, haven't considered the mechanics of it, but perhaps one of those. _________________ Luke, I am your father.
That's impossible!
And Leia is your sister!
That's improbable?
And the Empire will be destroyed by..EWOKS!
That's...highly unlikely.
The Force? Bacteria called midichlorians.
If you don’t take this seriously I'm out. |
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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Wed Aug 03, 2005 9:25 pm Post subject: |
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Er, actually, I just noticed something. In the case of the person hitting the ground, the ground would take 4D damage while the human would take 5D. Even so, the system does need some work. I think you have the idea right about simply taking the deceleration zone into account; that sounds like an excellent idea. |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Thu Aug 04, 2005 1:33 am Post subject: Re: Damage to objects fallen on as well as objects fallen? |
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Soniv wrote: | Someone earlier was asking about the official rules on falling objects in the Official Rules thread, and that got me thinking about a potential house rule. Perhaps one could assign damage to both objects in a falling collision, both the object hit and the falling object.
Basically, here's how it goes:
Assign damage to falling object based on distance, scale
Assign damage to object fallen based on the falling object's distance and scale
Add/subtract damage arbitrarily, based on the other object's "hardness":
Marshmallow soft: -5D
Bale of Hay: -3D
Fat Human: -2D
Skinny Human: -1D
Flimsy metal: -2
Dirt: 0D
Solid Metal: +2
Duracrete: +1D
Glass: +2D if stable, +3D if shattered, assign body strength arbitrarily
Note, these are just examples, make your own as you wish.
Comment freely, I'm interested in seeing how this is recieved. |
Well, I'd have to say how high an object falls would be a contributing factor. Also, flaming marshmallows would cuase a lot more damage when falling. And I expect a bale of hay is a bit heavier than folks imagine. _________________ FLUFFY for President!!!!
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Soniv Lieutenant Commander
Joined: 11 Jul 2005 Posts: 210
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Posted: Thu Aug 04, 2005 1:40 am Post subject: |
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Quote: |
Assign damage to falling object based on distance, scale
Assign damage to object fallen based on the falling object's distance and scale |
Already taken into account. As for flaming marshmallows, that would be more for weapon damage than falling damage in my opinion. |
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