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captainNeda

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Everything posted by captainNeda

  1. Re: Money Actually that helps a lot. This post also caught the atention of one of my old buddy's and I'll probably get my book back pretty quick. Thanks Lord Laiden. BTW what does it mean to PM me? IM?
  2. My fifth book has been loaned out for an extended period, and I was wondering if anyone could tell me how the money perk works in 5th again?
  3. Re: Feints I agree. One thing I see on this board is that to many people over complicate things. A fient as most often described is aking to leading left and striking right. With that definition most fights include subtle small fients through out the engagement. The better someone is at it, the more likely they are to succeed, hense I simply use combat levels. Also, think about this, the defender may not even see or recognize the fient, hence would it work? For example if I lead with a fiented shin kick and strike with a quick jab what if the defender wasn't looking down? Are we going to write rules really complex rules for all the variations of they didn't see the fient, they saw the fient but didn't recogize it and they saw the fient and recognized it as such? Do you see where that gets to be rules nazi'ing? Because of that I just treat fients generically as OCV and the ability to percieve and recognize them as DCV. Why would you waste your time working out anything else?
  4. Re: Segment based movement I've considered basing movement not on a per turn basis, but per segment, and modified the purchase of movement so every 10 points doubles movement. I did this to obviate VLF in that now a character can add 1d6/5 points of movement. In doing this, it became obvious that acceleration needed to be modified as well. Base movement is considered combat movement and assumes a character can accelerate start and stop in the same phase. Since distance is the final velocity minus the initial velocity over two d= (vo - v1)/2 it made sense to modify acceleration to 2” per inch rather than 5” per inch as per 4th and 5th ed Rules. At the end of an acceleration a character can have a velocity twice that of the distance they moved, this is non combat movement, and as with the old system, characters get a free x2 multipliers. Because of the nature of acceleration and movement this CAN NOT BE SOLD OFF. The funny thing about using 2” per inch of acceleration is that a character can have a velocity of 0, accelerate ½ a segment and deceleration ½ a segment to have an ending velocity of 0, and move half their combat movement, essentially a half move, so half move rules still apply normally. Through the centripetal acceleration formulas v^2/r and some other calculations I've concluded a character with a X combat movement traversing the circumference of a circle with radius equal to X requires as much acceleration as their movement would permit. Therefore any character can traverse the circumference of any circle with a radius equal to their combat movement in 6.28 seconds and make a turn of about 56 degrees every second. Because of this I’ve concluded that characters should be permitted a 60 degree turn when they use their maximum movement. When they use 1/2 their movement the force for the turn is quartered so they are able to make 2 equally spaced turns. As they slow down each time they halve their movement, they double their turns, so 1/4 their movement is 4 turns and so on. The reverse is also true when traveling non-combat. For each non-combat multiplier used, the character doubles how many segments it will take to make a turn. Using the natural non-combat multiplier means a character can make a 60 degree turn every two segments. I’ve also concluded that for 5 character points characters should be able to purchase an increased maneuverability or an increased non combat multiplier. Characters may purchase one or the other, never both. The increase maneuverability doubles the number of turns a character can make as well as the rate at which the character accelerates. In addition each purchase of increased maneuverability allows a character to increase their combat by 50% of their last increase as they start going non-combat earlier. They are only allowed to increase their movement until they reach their maximum non-combat movement. For example a character with 8” of combat movement gains 4” combat movement with one purchase of maneuverability. The next purchase grants and additional 2” while the third and fourth only allow 1”. This character can then make 8 turns at their full non-combat speed, accelerate to 16” velocity in 1” and travel at a max speed of 16” per segment. I’ve enclosed a chart detailing movement, mass and how many joules of Kenetic energy an object has. To figure out how many dice of damage something would be just divide by 5 Strength Movement Kilograms Meters/ Second MPH Joules -60 0.0078125 0.006103516 0.015625 0.03495213 0.00 -55 0.011048543 0.012207031 0.022097087 0.049429776 0.01 -50 0.015625 0.024414063 0.03125 0.069904259 0.01 -45 0.022097087 0.048828125 0.044194174 0.098859552 0.02 -40 0.03125 0.09765625 0.0625 0.139808519 0.05 -35 0.044194174 0.1953125 0.088388348 0.197719103 0.10 -30 0.0625 0.390625 0.125 0.279617038 0.20 -25 0.088388348 0.78125 0.176776695 0.395438207 0.39 -20 0.125 1.5625 0.25 0.559234075 0.78 -15 0.176776695 3.125 0.353553391 0.790876413 1.56 -10 0.25 6.25 0.5 1.11846815 3.13 -5 0.353553391 12.5 0.707106781 1.581752827 6.25 0 0.5 25 1 2.2369363 12.50 5 0.707106781 50 1.414213562 3.163505654 25.00 10 1 100 2 4.4738726 50.00 15 1.414213562 200 2.828427125 6.327011307 100.00 20 2 400 4 8.9477452 200.00 25 2.828427125 800 5.656854249 12.65402261 400.00 30 4 1600 8 17.8954904 800.00 35 5.656854249 3200 11.3137085 25.30804523 1,600.00 40 8 6400 16 35.7909808 3,200.00 45 11.3137085 12800 22.627417 50.61609046 6,400.00 50 16 25600 32 71.5819616 12,800.00 55 22.627417 51200 45.254834 101.2321809 25,600.00 60 32 102400 64 143.1639232 51,200.00 65 45.254834 204800 90.50966799 202.4643618 102,400.00 70 64 409600 128 286.3278464 204,800.00 75 90.50966799 819200 181.019336 404.9287237 409,600.00 80 128 1638400 256 572.6556928 819,200.00 85 181.019336 3276800 362.038672 809.8574473 1,638,400.00 90 256 6553600 512 1145.311386 3,276,800.00 95 362.038672 13107200 724.0773439 1619.714895 6,553,600.00 100 512 26214400 1024 2290.622771 13,107,200.00 105 724.0773439 52428800 1448.154688 3239.429789 26,214,400.00 110 1024 104857600 2048 4581.245542 52,428,800.00 I’ve also included a chart with some examples of attacks and damage. Tell me what you think Ken KE mass KG velocity Game Inches Damage M829 APFSDS-T 5,996,135.00 4.3 1670 835 19d6 Tank 30 MPH 5,996,158.40 60781.38 14.04644 7.02322 19d6 Heavy Car 210 MPH 5,996,368.62 1360.777 93.8784 46.9392 19d6 A rifle can shoot a 4.20 g bullet at a speed of 965 m/s 1,955.57 0.0042 965 482.5 7d6 Mjolner 5,996,097.93 25 692.595 346.2975 19d6 Baseball at 85 MPH 104.69 0.145 38 19 3d6 Captain America's Shield 961.36 5.44 18.8 9.4 6d6 Earth 6E+24 A-10 GAU8 4200 rounds/minute 230,758.64 0.43 1036 518 14d6 Human Body Terminal Velocity 180,000.00 100 60 30 14d6
  5. Has anyone used Has anyone used segment based movement before or used the velocity based movement rules at http://www.darkshire.net/~jhkim/rpg/herosystem/move/? How did that work with the game, and did it improve play or add an extra level of complexity?
  6. Re: Average Human Running Speed and What is Sprinting For quite a while I've been considering a segment based movement system and discovered some interesting things about movement. A normal person walks at 1.3 meters, or in game terms 1/2" per segment. Consider jogging full combat movement for normals around 1" per segment and flat out running 2" per segment non-combat. Olympic class athletes can run 50 meters in around 10 seconds, so max normal human should be 4" per segment non combat. Because of the nature of acceleration no-one should ever be able to sell off their initial X2 non-combat multiplier. Also the hero system is slightly broken in that movement is based per phase not segment. Fundamentally I think this could be fixed is movement was changed to be purchased per turn or per segment. I'm going to start a thread on segment based movement for those interested.
  7. Re: "Mobility" as an Adder Another alternative no one seems to be considering is using the disabled or impared rules. I've always considered an imparing or disabling injury to a location to impare or disable some aspect of the character based on that location. Handcuffs can be considered an imparement to a characters arms while a straight jacket would esentially disable them. If the jumping sliming character had slimed our favorite feminine mentalist's foot to the floor she would have been unable to move, disabling her running essentially until the entangle was broken. If he only hit her knee and put a hardend slime cast around it her movement would have been impared as she hobbled around, but instead he hit her in the face disabling her sight, sense of smell and recovery (as she could breathe to recover). It seems many people treat an entangle as an AE hex, though I think that should be an adder or advantage as many entangles don't hit a whole hex. Sure a net does, but what about that slime trick, a bolo, glue gun, ice bonds (like in Batman Forever in the rocket) or something else. They don't hit the whole hex and only disable a portion of the characters ability.someone i
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