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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Wed Jul 13, 2011 7:39 pm Post subject: Damage taken when in a building that colapses?? |
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I am thinking of writing a module where part of the goal is to colapse an enemy building (while some high level officers are in there), but as with everything else i try to plan out what might happen if the PC's were also in there.
So how much damage would they take? _________________ Confucious sayeth, don't wash cat while drunk! |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Wed Jul 13, 2011 8:07 pm Post subject: |
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How big is the building? Scale? D rating? What is the source of the damage that collapses it? If you had that info, you might be able to apply the passenger damage rules from vehicles. Granted, the building isn't going to get into a crash, but several tons of ceiling collapsing on characters would likely deliver a similar energy effect. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Wed Jul 13, 2011 9:40 pm Post subject: |
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Damage of the falling building would depend on how many floors and on which floor you are on, I would imagine. _________________ Blasted rules. Why can't they just be perfect? |
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Hellcat Grand Moff
Joined: 29 Jul 2004 Posts: 11921 Location: New England
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Posted: Wed Jul 13, 2011 9:53 pm Post subject: |
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Would depend on the collapse and the size of the building and type of construction material I'd think. Like a fifty story, masonry and steel girder building facing a total collapse where the floors pancake downwards then I'd say death. A single story plywood shed then they might be lucky to escape without any damage while at worse they'd probably just suffer single wound damage. Most likely there they'd at least take stun damage. If the building collapsed in such a way so as to produce a pocket then they might be really lucky to escape unharmed and lucky to escape with stun damage. Most likely wounded or wounded twice to incapacitated if a pocket saved them.
Probably use a combination of the door type and falling damage to get damage in a building collapse. Like say a building is 3-6 meters tall and made in such a way to be equal to a standard wooden door. Ok, so that's 2D for falling 3-6 meters and 2D for a standard wooden door. So the damage of the collapse is 4D. Still say the building is made equal to a standard wooden door, but now it's 19-30 meters tall. So it's now 2D + 5D, so the collapse does 7D damage. _________________ FLUFFY for President!!!!
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Wed Jul 13, 2011 10:10 pm Post subject: |
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I can't provide an estimate without knowing what kind of building, how big, and how they're bringing it down.
I would suggest that a demolitions or survival roll could be made to determine the safest places to be when the building comes down and thus reduce damage. _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Wed Jul 13, 2011 11:39 pm Post subject: |
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Hellcat wrote: | A single story plywood shed then they might be lucky to escape without any damage while at worse they'd probably just suffer single wound damage. Most likely there they'd at least take stun damage. | And the stun might actually just be from all the debris getting in their way. |
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Whill Dark Lord of the Jedi (Owner/Admin)
Joined: 14 Apr 2008 Posts: 10438 Location: Columbus, Ohio, USA, Earth, The Solar System, The Milky Way Galaxy
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Posted: Thu Jul 14, 2011 12:19 am Post subject: |
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I never came up with any equation or complex rule for that and just wing it on stuff like that. I just come up with damage level depending on how dangerous I want to the experience to be for that point in the story and hand-wave the circumstances they happen to have in the room/area they happen to be in.
I think one PC group I ran may have been caught in an Imperial Garrison when it was destroyed one time. I distinctly remember one PC group getting caught inside Chalmun's Cantina when it exploded. Even the guy with the 1D+1 armor was wounded but no PCs died. _________________ *
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Thu Jul 14, 2011 6:19 pm Post subject: |
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I am looking at a 10-13 story ferro crete office like building.. _________________ Confucious sayeth, don't wash cat while drunk! |
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Fallon Kell Commodore
Joined: 07 Mar 2011 Posts: 1846 Location: Tacoma, WA
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Posted: Thu Jul 14, 2011 10:15 pm Post subject: |
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If the building's being brought down with explosives or something like that, I'd say about 8D damage on the lower floors, 6D in the middle, and 4D up top... _________________ Or that excessively long "Noooooooooo" was the Whining Side of the Force leaving him. - Dustflier
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Esoomian High Admiral
Joined: 29 Oct 2003 Posts: 6207 Location: Auckland, New Zealand
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Posted: Thu Jul 14, 2011 11:28 pm Post subject: |
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Isn't there a rule in the starship damage table for characters onboard the starship taking damage when the starship takes damage?
Could that rule be adapted/extrapolated for this sort of situation? _________________ Don't waste money on expensive binoculars.
Simply stand closer to the object you wish to view. |
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Bren Vice Admiral
Joined: 19 Aug 2010 Posts: 3868 Location: Maryland, USA
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Posted: Thu Jul 14, 2011 11:42 pm Post subject: |
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RAE page 129 wrote: | Vehicle is .................. Passenger suffers:
Lightly damaged ........................ 1D
Heavily damaged ....................... 3D
Severely damaged ..................... 6D
Destroyed ................................ 12D |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16320 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Thu Jul 14, 2011 11:48 pm Post subject: |
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Another key factor is, what kind of damage do you want to have the characters exposed to? IRL, anyone in a collapsing building is likely to require rescue personnel and medical attention unless they are incredibly lucky. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
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Bobmalooga Commander
Joined: 13 Sep 2010 Posts: 367 Location: The south...
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Posted: Fri Jul 15, 2011 7:33 am Post subject: |
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Do it like a thermal detonator. Chances are they aren't going to be at the point of detonation (although with my players....) Making successful running and dodge rolls should place them out of harms way, although it'll leave them trapped in the rubble or in pockets of the building where they can try to figure a way out. _________________ No matter where you go, there you are... |
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jmanski Arbiter-General (Moderator)
Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Jul 15, 2011 4:47 pm Post subject: |
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Perhaps it could be a sliding scale:
very poor running and dodge = full damage, character completely trapped
while great running and dodge = no damage, character not trapped
Any rolls in between would result in less damage and less entrapment.
Of course, you'd have to define maximum and minimums for damage and entrapment. _________________ Blasted rules. Why can't they just be perfect? |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14215 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 15, 2011 5:48 pm Post subject: |
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Esoomian wrote: | Isn't there a rule in the starship damage table for characters onboard the starship taking damage when the starship takes damage?
Could that rule be adapted/extrapolated for this sort of situation? |
Thats land based vehicles.. If on a ship and it goes boom, you die.
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Perhaps it could be a sliding scale:
very poor running and dodge = full damage, character completely trapped
while great running and dodge = no damage, character not trapped
Any rolls in between would result in less damage and less entrapment.
Of course, you'd have to define maximum and minimums for damage and entrapment. |
Thanks. Which is where i am having the hard time thinking of what it should be.. At TD level, most pcs i have seen can soak most of it on a force point. BUT push it higher and those few techie/pilot other types with 3d or less get squished too easily. _________________ Confucious sayeth, don't wash cat while drunk! |
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