Author Topic: Quick Q / Suggestion for translating Force to Damage Die  (Read 1726 times)

TheOpSecTreeFloof

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Quick Q / Suggestion for translating Force to Damage Die
« on: August 26, 2010, 12:20:48 PM »
Let's say a weapon is generating 4000-6060 Newtons of force when it hits.  The idea behind the weapon is pure force.  No physical mass, just a wave of inertia that hits like a ton of bricks.  Any thoughts?  (Going loose science / sorta Saturday Morning / Affleck's Paycheck movie style)

Morgenstern

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #1 on: August 26, 2010, 01:20:57 PM »
Bullrush?
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TheOpSecTreeFloof

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #2 on: August 26, 2010, 01:28:18 PM »
Bullrush?

In gun form.  Something along the lines of.. 300-1000 pounds of mass which was traveling at around 20-30 MPH.. except shrunken down to the size of a baseball, traveling at cannonball / rocket speed.

Crafty_Alex

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #3 on: August 26, 2010, 01:38:49 PM »
Bullrush?

In gun form.  Something along the lines of.. 300-1000 pounds of mass which was traveling at around 20-30 MPH.. except shrunken down to the size of a baseball, traveling at cannonball / rocket speed.

So, it's like getting shot by a cannon, then. ;) I'd use the biggest cannon damage avaialbe in FC (6d6 lethal).
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Morgenstern

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #4 on: August 26, 2010, 01:42:17 PM »
Bullrush?

In gun form.  Something along the lines of.. 300-1000 pounds of mass which was traveling at around 20-30 MPH.. except shrunken down to the size of a baseball, traveling at cannonball / rocket speed.

Ah, piercing then. The same energy distrubuted over a wider surface would act very differently. Go with Alex's comment. You're just describing an invisible cannonball :).
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TheOpSecTreeFloof

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #5 on: August 26, 2010, 02:03:24 PM »
Bullrush?

In gun form.  Something along the lines of.. 300-1000 pounds of mass which was traveling at around 20-30 MPH.. except shrunken down to the size of a baseball, traveling at cannonball / rocket speed.

Ah, piercing then. The same energy distrubuted over a wider surface would act very differently. Go with Alex's comment. You're just describing an invisible cannonball :).

You know.. when I read it... I got that instant "Why didn't I think of that..."  Thanks guys!  *gets evil mastermind grin going*  My players won't know what hit them.. ...literally!  Muahaha!

Mister Andersen

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #6 on: August 26, 2010, 02:15:46 PM »
Alternatively, you could just measure the distance between the weapon and target, round up to the nearest 10' and do it as falling damage

Morgenstern

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #7 on: August 26, 2010, 02:29:27 PM »
falling/collision damage went through my head too.
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Foghorn

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #8 on: August 26, 2010, 02:33:21 PM »
falling/collision damage went through my head too.

Bet that hurt

Morgenstern

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #9 on: August 26, 2010, 02:36:08 PM »
10 years of aikido = catfall, baby! ;D
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TheOpSecTreeFloof

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #10 on: August 26, 2010, 06:15:01 PM »
Alternatively, you could just measure the distance between the weapon and target, round up to the nearest 10' and do it as falling damage

I was thinking about that... small problem with that was.. scene damage.  Can a wall actually take fall damage?  I'm going to tweak it to 6d6 Sonic.  Closest thing I could find that matches what I'm aiming for.  

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Gentry

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #11 on: August 27, 2010, 10:29:24 AM »
Is that an error range of 1-7? Really? With Quirky on top of it?
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TheOpSecTreeFloof

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Re: Quick Q / Suggestion for translating Force to Damage Die
« Reply #12 on: August 27, 2010, 11:13:05 AM »
Is that an error range of 1-7? Really? With Quirky on top of it?

Yes sir.. yes it is.  It'll be part of a season long weapon system that is being constructed.  The less my players succeed, or fail to act, the more immense that weapon will become.