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Author Topic: Quick Q / Suggestion for translating Force to Damage Die  (Read 912 times)
TheTSKoala
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« on: August 26, 2010, 02:20:48 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)
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Morgenstern
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« Reply #1 on: August 26, 2010, 03:20:57 PM »

Bullrush?
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TheTSKoala
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« Reply #2 on: August 26, 2010, 03:28:18 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.
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Crafty_Alex
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« Reply #3 on: August 26, 2010, 03:38:49 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. Wink I'd use the biggest cannon damage avaialbe in FC (6d6 lethal).
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Morgenstern
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« Reply #4 on: August 26, 2010, 03:42:17 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 Smiley.
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TheTSKoala
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« Reply #5 on: August 26, 2010, 04:03:24 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 Smiley.

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!
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Mister Andersen
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« Reply #6 on: August 26, 2010, 04:15:46 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
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Morgenstern
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« Reply #7 on: August 26, 2010, 04:29:27 PM »

falling/collision damage went through my head too.
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« Reply #8 on: August 26, 2010, 04:33:21 PM »

falling/collision damage went through my head too.

Bet that hurt
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Morgenstern
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« Reply #9 on: August 26, 2010, 04:36:08 PM »

10 years of aikido = catfall, baby! Grin
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TheTSKoala
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« Reply #10 on: August 26, 2010, 08:15:01 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.  

Koala's Super Secret Ultra Classified DM Cannon-o-DOooooooOoom!1!!
6d6 Sonic* | 1-7 / 19-20 | 1M2 | 24 | 250 ft | S / 2h | MAS / QKY / SLA | 41.2 lbs

* +10 vs. Scenery
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Gentry
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« Reply #11 on: August 27, 2010, 12:29:24 PM »

Is that an error range of 1-7? Really? With Quirky on top of it?
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TheTSKoala
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« Reply #12 on: August 27, 2010, 01:13:05 PM »

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.
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