Gary Posted March 8, 2003 Report Share Posted March 8, 2003 Originally posted by Zaratustra The real problem is that damage from speed is arithmetic, while damage from strength is geometric. Lifting twice the weight adds 1d6 to damage: Running twice the speed can add several dozen dice if you're already fast. A way to fix this would be to make a geometric damage table for speed in move throughs, like: 5" - +1d6 10" - +2d6 20" - +3d6 40" - +4d6 80" - +5d6 And so on. Incidentally, you would need to add +2 DC, not +1, per doubling of velocity to make it accurate, because doubling velocity means 4 times the energy. Quote Link to comment Share on other sites More sharing options...
Zaratustra Posted March 9, 2003 Report Share Posted March 9, 2003 Alright, Newton, here's the revised chart then. 3" -- 1d6 5" -- 2d6 8" -- 3d6 10" - 4d6 15" - 5d6 20" - 6d6 30" - 7d6 40" - 8d6 60" - 9d6 80" - 10d6 etc etc etc. Basically changing the 5" in the original chart to 2.5". If people don't like it, feel free to change it to 10" or 1.25" or whatever. Quote Link to comment Share on other sites More sharing options...
Gary Posted March 9, 2003 Report Share Posted March 9, 2003 Originally posted by Zaratustra Alright, Newton, here's the revised chart then. 3" -- 1d6 5" -- 2d6 8" -- 3d6 10" - 4d6 15" - 5d6 20" - 6d6 30" - 7d6 40" - 8d6 60" - 9d6 80" - 10d6 etc etc etc. Basically changing the 5" in the original chart to 2.5". If people don't like it, feel free to change it to 10" or 1.25" or whatever. Congratulations! Now you have a system where velocity damage meshes with the rest of the system. Unfortunately, now every human being above about 6 years of age will now survive a terminal velocity fall... Quote Link to comment Share on other sites More sharing options...
Ndreare Posted March 9, 2003 Report Share Posted March 9, 2003 Turn about is fair play If your players use lots of called shot remind them that they are reminding the villians to use called shots by having a villian go for the vitals. If they use move troughs well surprise surprise "Quicksilver" the metal hero who runs at 40 may be robbing the next bank. Quote Link to comment Share on other sites More sharing options...
Zaratustra Posted March 9, 2003 Report Share Posted March 9, 2003 Congratulations! Now you have a system where velocity damage meshes with the rest of the system. Unfortunately, now every human being above about 6 years of age will now survive a terminal velocity fall... Glad to hear so much constructive criticism from you. What is it with superheroes and falling, does every team feature Lemming Man or something? Anyhow, let's work on falling now. According to the Optional Velocity Damage rules, falling characters take twice the full damage of a move through on that speed - at 30", that would be 14d6. Optionally, you can state that normal armor won't protect against this sort of damage - Make it a NND, Does Body, defense is not having vitals to deccelerate suddenly, special armor, or the old Entangle cushioning technique. Quote Link to comment Share on other sites More sharing options...
Gary Posted March 9, 2003 Report Share Posted March 9, 2003 Originally posted by Zaratustra Glad to hear so much constructive criticism from you. What is it with superheroes and falling, does every team feature Lemming Man or something? Anyhow, let's work on falling now. According to the Optional Velocity Damage rules, falling characters take twice the full damage of a move through on that speed - at 30", that would be 14d6. Optionally, you can state that normal armor won't protect against this sort of damage - Make it a NND, Does Body, defense is not having vitals to deccelerate suddenly, special armor, or the old Entangle cushioning technique. Not quite enough. A normal man has only 2 pd after all, so the nnd part isn't that useful. He'll still survive a terminal velocity fall since he would merely be at -4 body. A tough man or body builder wouldn't even be negative. The only way to truly fix this is to set the baseline stats for a normal human to 5, instead of 10. Quote Link to comment Share on other sites More sharing options...
Zaratustra Posted March 12, 2003 Report Share Posted March 12, 2003 Not quite enough. A normal man has only 2 pd after all, so the nnd part isn't that useful. He'll still survive a terminal velocity fall since he would merely be at -4 body. A tough man or body builder wouldn't even be negative. A tough man or body builder won't be negative even if you shoot him with a shotgun. It's a side effect of damage on Hero System being geometric. Here is an alternative look on the subject: http://hjem.get2net.dk/Klaudius/HEROm.htm Quote Link to comment Share on other sites More sharing options...
tesuji Posted March 12, 2003 Report Share Posted March 12, 2003 Actually a minor quibble... According to FRED baseline normal average joe guy is 8, not 10. 10 is just the starting baseline for PCs. See their normals writeups. Quote Link to comment Share on other sites More sharing options...
Greeter Posted March 13, 2003 Report Share Posted March 13, 2003 Re: Is Move-Through Abusive Originally posted by coach SNIP Wow, this is how you tell when you have been blessed with some really good players in your campaign. It is when they are looking out for you and your campaign as well. I think a large part of wether or not it is abusive is if the player created the character with the intention to be abusive. Anyone who has witnessed this player in action would know that they had no idea of just how powerful that character is, nor would they ever create a character to be abusive. The GM (me) made a mistake, not the first time, in not reading the new rules accompanying move through and leaping and didn't realize how much it has improved since earlier editions. Plus there was no way that this sweet lady would make a character that can devastate anything I am going to throw at her. When I first found out the hard way of what she was capable of with a leaping move through (22d6), my thoughts were that anything doing that amount of damage should have a mushroom cloud attached to it. One of the first people she wanted to do that against was a mentalist, a twelve year old little girl, sitting in a chair at the time. She could easily hit with the move through but luckily thought to just leap over and hit with 10d6 of damage (that still came very close to killing this poor girl. The girl managed to survive but wasn't able to take a second hit at that level. One thing that has helped is that the brick in question has code vs killing and has already learned the hard way of just how powerful she is. She also found out the hard way what 22d6 feels like when she fought the millipede. Now if we can just get it across to her that 12d6 alone is pretty ugly, we are all set. She is presently working on some kind of record for most opponents that need intensive care after being in a fight with her. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.