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<blockquote data-quote="Cheiromancer" data-source="post: 73618" data-attributes="member: 141"><p>I've done some some thinking about the rules for high and low gravity settings. Without going into the details (which are quite long- if there is any interest I'll post them), here are my conclusions:</p><p></p><p>The basic increment for gravity is 7.1%. If gravity increases by a factor of 1.071 you experience the following:</p><p></p><p>A -1 effective penalty to the appropriate ability score when determining encumberance (Str), whether one is fatigued or exhausted (Con) or ability checks such as for Balance (Dex), Tumble (Dex) or Climb (Str).</p><p></p><p>A decrease equal to 1 / 1.071 in base speed (round to convenient values) and distance jumped, and in the range increments for missile weapons.</p><p></p><p>To stack increments, multiply or divide by 1.071. Many of the numbers will be ugly, but not all:</p><p></p><p>four increments: -4 penalty to designated ability scores; base movement rate, jumping distance and range increments diminished to 3/4 standard.</p><p></p><p>six increments: -6 penalty, movement etc. reduced to 2/3.</p><p></p><p>seven increments: -7 penalty, distances reduced to 60% standard (grid marks can stand for 6 feet instead of 10 feet).</p><p></p><p>10 increments: -10 penalty, distances reduced to 50%.</p><p></p><p>16 increments: -16 penalty, distances reduced to 1/3.</p><p></p><p>If someone's effective ability score reaches 0, they are incapacitated in some way; they cannot get up, they are permanently exhausted, their heart gives out or limbs break, etc..</p><p></p><p>Falling damage: the distance increment for falling damage is also reduced in a high gravity zone, and increased in a low gravity zone. If you are in a +7 gravity, damage is 1d6 per six feet. I think the maximum damage should still be at 20d6, though. So at a -6 gravity the damage would be 1d6 per 15 feet, also capped at 20d6.</p><p></p><p>Incidentally, I've decided that a standard DnD setting probably has a lower gravity than we experience. That is why there are so many large creatures that don't collapse under their own weight, and why so many creatures can fly despite having wings that are too small for their size. Well, it helps explain it; dragons still need magic to exist. Our own world is about a +6 gravity world if a DnD setting is +0. </p><p></p><p>In comparison, Mars is a -8 world and the moon is -20 (DnD being +0). I have a couple of ideas to determine whether a given creature can cope with being in a high gravity environment, what effect acclimation has, and so on. But lets see if anyone reads this, first.</p></blockquote><p></p>
[QUOTE="Cheiromancer, post: 73618, member: 141"] I've done some some thinking about the rules for high and low gravity settings. Without going into the details (which are quite long- if there is any interest I'll post them), here are my conclusions: The basic increment for gravity is 7.1%. If gravity increases by a factor of 1.071 you experience the following: A -1 effective penalty to the appropriate ability score when determining encumberance (Str), whether one is fatigued or exhausted (Con) or ability checks such as for Balance (Dex), Tumble (Dex) or Climb (Str). A decrease equal to 1 / 1.071 in base speed (round to convenient values) and distance jumped, and in the range increments for missile weapons. To stack increments, multiply or divide by 1.071. Many of the numbers will be ugly, but not all: four increments: -4 penalty to designated ability scores; base movement rate, jumping distance and range increments diminished to 3/4 standard. six increments: -6 penalty, movement etc. reduced to 2/3. seven increments: -7 penalty, distances reduced to 60% standard (grid marks can stand for 6 feet instead of 10 feet). 10 increments: -10 penalty, distances reduced to 50%. 16 increments: -16 penalty, distances reduced to 1/3. If someone's effective ability score reaches 0, they are incapacitated in some way; they cannot get up, they are permanently exhausted, their heart gives out or limbs break, etc.. Falling damage: the distance increment for falling damage is also reduced in a high gravity zone, and increased in a low gravity zone. If you are in a +7 gravity, damage is 1d6 per six feet. I think the maximum damage should still be at 20d6, though. So at a -6 gravity the damage would be 1d6 per 15 feet, also capped at 20d6. Incidentally, I've decided that a standard DnD setting probably has a lower gravity than we experience. That is why there are so many large creatures that don't collapse under their own weight, and why so many creatures can fly despite having wings that are too small for their size. Well, it helps explain it; dragons still need magic to exist. Our own world is about a +6 gravity world if a DnD setting is +0. In comparison, Mars is a -8 world and the moon is -20 (DnD being +0). I have a couple of ideas to determine whether a given creature can cope with being in a high gravity environment, what effect acclimation has, and so on. But lets see if anyone reads this, first. [/QUOTE]
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