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New Mechanic: Scale


schir1964

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Scale

Scale defines how the Character interacts with things at different sizes. Thus, one can interact normally with things of the same scale, yet have difficulty with things that are on a larger/smaller scale.

 

Insect Scale: 1 hex = 2 cm. Weight is measured in milligrams (1/1000000) and Lift is measured in decigrams (1/10000) rather than kilograms.

 

Mouse Scale: 1 hex = 20 cm. Weight is measured in grams (1/1000) and lift is measured in hectograms (1/10) rather than kilograms.

 

Normal Scale: 1 hex = 2 m. Weight and Lift is measured in kilograms.

 

Giant Scale: 1 hex = 20 m. Weight is measured in metric tons (x1000) and Lift is tenths of metric tons (x10) rather than kilograms.

 

Cosmic Scale: 1 hex = 200 m. Weight is measured in kilotons (x1000000) and Lift is tens of tons (x10000) rather than kilograms.

 

Example

Object Body and DEF is determined by using the scaled measures. E.g., at mouse scale, a 400g non-living object has 10 Body, a 12.5mm wood wall has 5 Body, and 7g full armor will provide DEF 4.

 

Conversion Between Scales

 

  • Ranged Attacks
    • Target Distance Penalty: Penalty is based on defender's scale.
    • Example 1: A human attacks a mouse at a distance of 4 meters (Normal Scale), then the effective distance is 20 Hexes (Mouse Scale) for determining the penalty.
    • Example 2: A human attacks a giant at a distance of 30 meters (Normal Scale), then the effective distance is 2 Hexes (Giant Scale) for determining the penalty.

    [*]Hand-To-Hand Attacks (vs Smaller Targets)

    • Target Distance: Being within 1 Hex at attacker's scale.
    • OCV Penalty: -4 OCV Penalty For Initial Scale Step. -6 OCV Penalty Per Additional Scale Step.*
    • Damage Class Bonus: +10 Damage Class Bonus Per Scale Step.

     

    [*]Hand-To-Hand Attacks (vs Larger Targets)

     

    • Target Distance: Being within 1 Hex at attacker's scale.
    • OCV Bonus: Attacks against larger targets automatically hit.
    • Damage Class Penalty: -10 Damage Class Penalty Per Scale Step.

     

    [*]Defender's Defenses/Resistances

    • PD: Unchanged.
    • ED: Unchanged.
    • BODY: Unchanged.

*This corresponds to the range penalties at 10", 100", 1,000", and 10,000", using the standard range modifier table.

 

Concept By Klaus Mogensen. Posted here for easy reference.

 

- Christopher Mullins

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Re: New Mechanic: Scale

 

I made a mistake when I wrote the original Scaling suggestion: I forgot about the square-cube law. :o Ants can lift many times their body weight because lifting ability is based on the muscle cross section (scale squared), while body mass is based on scale cubed. Here is a corrected version:

Scale

Scale defines how the Character interacts with things at different sizes. Thus, one can interact normally with things of the same scale, yet have difficulty with things that are on a larger/smaller scale.

 

Insect Scale:
1 hex = 2 cm. Weights are measured in milligrams, and lifting ability in tenths of grams, rather than kilograms.

 

Mouse Scale:
1 hex = 20 cm. Weights are measured in grams, and lifting ability in tens of grams, rather than kilograms.

 

Normal Scale:
1 hex = 2 m. Weights and lifting ability is measured in kilograms.

 

Giant Scale:
1 hex = 20 m. Weights are measured in tons, and lifting ability in tenths of tons, rather than kilograms.

 

Cosmic Scale:
1 hex = 200 m. Weights are measured in kilotons, and lifting ability in tens of tons, rather than kilograms.

 

Damage is unchanged, since the energy in a punch depends both on muscle strength (scale squared) and the distance you can accelerate your fist (scale straight), which comes to scale cubed in the end, same as mass.

 

Note that if Strength applies to jumping like it does to throwing, small creatures (like grasshoppers) can jump relatively far, while large creatures (like elephants) can't jump at all.

 

- Klaus

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