[Rq-rules] Re: Knockback and falling damage.
Tom Cantine
tcantine at incentre.net
Tue Jul 25 22:49:34 PDT 2006
I worked out the following table of damage scales for impact at various
speeds, although I suppose I should expand it to take into account the
enormous amounts of knockback a giant can deliver.
Damage Equivalent speed Typical situation
1D3 1-2 m/SR Walking into wall; tripping over cat
1D4 3-4 m/SR Running into wall; falling from 1 m
1D6 5-6 m/SR Sprinting into wall; falling from 2-3 m.
2D6 7-8 m/SR Trotting horse.
3D6 9-10 m/SR Charging horse
I based these values loosely on the falling damage rule, noting that
every 3 m of height adds a d6 of damage, and so I inferred that damage
is linear with kinetic energy. Actually, that seems pretty reasonable,
all other things being equal.
However, it seems to me that knockback distance is a linear function of
velocity, not of kinetic energy (which is proportional to the square of
velocity). To fling someone 60m would require a minimum velocity of
about 45 m/s, which is about the speed one would attain after falling
about 100 m. So damage on landing should be about 33d6.
I don't think that damage should max out at 12d6, because the entire
body is hitting a solid surface, and while 12d6 is every bit as lethal
as 33d6, the degree of overkill is a useful indication of how
recognizable the residue will be.
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: text/enriched
Size: 1340 bytes
Desc: not available
Url : http://www.thinbits.net/pipermail/rq-rules/attachments/20060725/82539ff4/attachment.bin
More information about the RQ-Rules
mailing list