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Post by logan9a on Mar 21, 2018 18:44:17 GMT
There has been some talk of this so I wanted to be sure that everyone knew what I was talking about. Yes, I realize that there is plenty of 'gun porn' talking to determine what is and what is not a 'heavy pistol' vs a 'medium pistol'. Pretty much I'm making it my call. If someone wants to take the time to painstakingly go through and get every single ammo type onto the chart, we can debate it. Generally, here is how I see them: Light pistols - very concealable or a shit ton of shots. Medium pistols - not super concealable but can have about 15ish shots. Heavy pistols - not really concealable and a limited magazine capacity like half the above shots. Are there exceptions? Yes. Do I care? Not so much. For rifles and shotguns - well, only a very strange person would think those are 'concealable'. Generally, the PC's always try to get the heaviest ones they can because: a) they personally don't have to lug nearly thirteen kilos of awkward sniper rifle up and down hills. b) have to fire something that can dislocate or at least bruise the shit out of their body c) messes with their hearing in the long term So there isn't a whole lot of negative to getting the heaviest gun you can - unless you are wanting to roleplay well. It's just not the kind of system where if a 90 kilo person fires a 'heavy shotgun' that they will then be either incapacitated, hospitalized or at best, in great pain. Getting back to the damage track - everything is on it. Generally, you don't even have to look at the table to know what is up. For STR 80/110 - that means that to get the first damage bonus (bump up of a die) your strength needs to be 80. The next comes at 110. Yes, I am sure people will get 110 strength. Hell, after only a season and a half we have people close to 100. A special thank you to Travis for helping me figure out the dice. And by helping me, I mean 'for figuring out the dice'.
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Post by logan9a on Mar 22, 2018 21:34:35 GMT
The redone damage track, now to include falling damage. Hurray...
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Post by logan9a on Mar 22, 2018 21:45:47 GMT
I was going for roughly the old wildly inaccurate gaming standard of d6 per 10'. That means about 3d6 per 10m.
Note that the human body can fall (according to google) '1,880 feet (573 meters)' before reaching terminal velocity. After that, we stop putting on damage dice. I did it quite a bit earlier at approximately 75 meters. At that point, someone is taking 2d10+7d12. On average that will be approximately - dead.
If they survive that, super. Hell, it is half and half so you just have to roll less than approximately 30 if you are healthy.
Over 75 meters just give me a critical luck roll. That is a much better chance than any of those few idiots who fall out of planes, don't use a parachute and survive somehow.
According to google:
From what height can a human survive a fall The median height leading to death is about 49 feet (15 meters), or about 4 to 5 storeys. 100% of victims die after falling 85 feet (25 meters), or about 8 storeys. Obviously, the 100% figure is incorrect as there have been individual people who survived higher falls.7 Apr 2015
Since 'pretty much everyone' dies after 25m, good news for the PC's, you are only taking 2d10+2d12. That is roughly on average say 24 points of damage. Since fall damage is considered blunt force damage and you take half and half from that, you would only take 12 points of damage.
Unless you were previously wounded, you would survive that - hence making the PC's slightly more heroic and tough than humans currently are.
Ta da, bitches.
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Post by Fantômas on Mar 22, 2018 22:10:06 GMT
Can you poz/spend a hero point on the damage from falling?
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Post by logan9a on Mar 22, 2018 22:33:12 GMT
Can you poz/spend a hero point on the damage from falling? Like with explosives, you can spend hero points to reroll some or all of the die. Example: Johnny decides he wants to prove he is tougher than a 25m fall because he is a moron. He takes 2d10+2d12. On the roll he gets 8, 8, 12, 1. Hero Point 1: He keeps the 1 and rerolls the 2d10 and d12. He now has 1 (from before), 3, 12, 7. He decides to keep the 3 so he is just rolling the 2d12 at this point. Hero Point 2: 1+3 and the 2d12 come up 9, 10. Well, shit. Hero Point 3: 1+3 and the 2d12 come up 3, 4. Better. 11 damage total. Johnny has 14 HP and has proven that he doesn't need to use the elevator. Note that the GM can assign pretty much any other penalties on even a minor fall such as 'knocked down', negatives to running (sprained ankle, shattered kneecaps, whatever) at their whim. If someone makes a critical luck roll to survive 'mega fall', then I may say "Please give me another critical luck roll to walk away without injury. Otherwise, you are laying there with shattered bones begging for death or someone with a spatula to come and scrape you into the ambulance. Note that since the PC's heal freakishly fast (even when not in RC) compared to normal people, they'd only be in a hospital for days not months. Which may arouse suspicion. Don't trust hospitals!
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Mar 26, 2018 23:26:03 GMT
You can't really accurately model a hyberbolic function curve with dice. You start out accelerating exponentially until you pass the drag equilibrium, then your acceleration rate decreases exponentially.
For all it's simplicity, d6/10ft, max 20 as a best fit line is surprisingly accurate. To do better requires dropping everything to study calculus.
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Post by logan9a on Mar 27, 2018 9:23:29 GMT
"as a best fit line is surprisingly accurate."
a) from where do you pull that data?
b) what's wrong with the way I've got it now? I've even updated it on the damage track. I think it should be clear I'm using that rather than d6/10' D&D style.
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Scott
DORA
(Scott)
*Sigh*
Posts: 1,919
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Post by Scott on Mar 27, 2018 17:17:05 GMT
"as a best fit line is surprisingly accurate." a) from where do you pull that data? death-by-falling-real-world-informationBasically the d6/10' model is only looking at the first third or so of this graph, rounding off the long tail where velocity increases relatively little over a much longer time. Mainly I just don't like the damage track. I thought this was supposed to be the anti-chart system. Also, mismatched dice are an abomination.
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Post by logan9a on Mar 27, 2018 18:02:47 GMT
It is the 'we just have the one chart' system.
It gets rid of pages of useless shit. Like gun porn.
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