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 Post subject: Re: Assassin Breakfall
PostPosted: Tue Mar 13, 2018 7:52 pm 
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Some reversal of the fall damage table would be good if you wanted to 'quantify' this in a rule..., with a modifier based on weight of the object. So perhaps take the height of the drop, then move a step up the fall table for every 50kg the object weighs?

So a 250kg block falling 4m would do the equivalent of a 14m drop in damage (1d20) if not evaded.

Not sure of the evasion speed - if we go by the suggestions in the rulebook, between 10 & 12? The higher something drops, assuming you notice it falling, the longer you have to jump out of the way even though it is accelerating as it falls. So perhaps speed 10 for anything above 20m, speed 11 for anything falling between 10-20m, and speed 12 for anything falling less than 10m (you have only 1 second to get out of the way).

Thanks. Seems reasonable.

Quote:
I think mass and height should be plugged into a table to give variable damage.

Thoughts?

My brain hurts!!


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 Post subject: Re: Assassin Breakfall
PostPosted: Wed Mar 14, 2018 9:45 am 
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Acoma wrote:
I think mass and height should be plugged into a table to give variable damage.


I actually used this to work out weapon damage in my own rules many moons ago. Here it is:

Attachment:
Weapon Damage.png
Weapon Damage.png [ 42.66 KiB | Viewed 4114 times ]


AB assumes a blunt object; pointy ones increase this by 1.5, 2 or even more. My damage model was different from the regular DW version so to apply this to DW I'd probably halve the damage given above for reasons I can explain if anybody's interested, but won't right now because I'm too tired :P

In the above example, a 70kg human falling 10 metres (and therefore moving about 13 metres per second) would do about 54 HP damage when he hit if the energy is all efficiently delivered to its target. For a floppy thing like a human body this is unlikely but I can certainly imagine a 70kg iron ball dropped from that height killing somebody super dead real fast; a regular shotput ball by comparison weighs at least ten times less and I'm sure we would agree that could do some serious damage if it landed on you from that height.

A 70kg iron ball has a diameter of around 26cm, so according to the above formula, that iron ball dropped from 10m is a (d10+d12,54) weapon! A 7kg shotput dropped from the same height is (d12,11)

Cheers,

-Kyle


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 Post subject: Re: Assassin Breakfall
PostPosted: Wed Mar 14, 2018 10:18 am 
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Oh and if anybody is interested, the 18 inch guns on the JNS Yamato were each (2d1000,100000) weapons. :twisted:

Cheers,

-Kyle


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 Post subject: Re: Assassin Breakfall
PostPosted: Wed Mar 14, 2018 5:11 pm 
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WodenKrait wrote:
Oh and if anybody is interested, the 18 inch guns on the JNS Yamato were each (2d1000,100000) weapons. :twisted:

Cheers,

-Kyle


I'll definitely use this one in my game then :D


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 Post subject: Re: Assassin Breakfall
PostPosted: Wed Mar 14, 2018 7:19 pm 
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Quote:
Oh and if anybody is interested, the 18 inch guns on the JNS Yamato were each (2d1000,100000) weapons.

Hmm... I wonder what the AF is for a 410mm (16") armour belt...? ;)


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 Post subject: Re: Assassin Breakfall
PostPosted: Wed Mar 14, 2018 9:34 pm 
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WodenKrait wrote:
Oh and if anybody is interested, the 18 inch guns on the JNS Yamato were each (2d1000,100000) weapons. :twisted:

Cheers,

-Kyle


So still possible to stop with hardened leather then? Ok, literally 1 in a million, but still...


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 Post subject: Re: Assassin Breakfall
PostPosted: Thu Mar 15, 2018 1:26 am 
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The amount of stuff I can shove into the sappers handbook....

_________________
Speech!





And so the show begins!!!
https://groups.yahoo.com/neo/groups/dwp ... ssages/640


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 Post subject: Re: Assassin Breakfall
PostPosted: Thu Mar 15, 2018 8:52 am 
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wimlach wrote:
So still possible to stop with hardened leather then?


I literally laughed out loud! I'm trying to visualise this happening now.

Cheers,

-Kyle


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