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Challenging Challenge Ratings...again
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<blockquote data-quote="Kerrick" data-source="post: 4715590" data-attributes="member: 4722"><p>I did some thinking about this at work. You have good points (as I meant to concede earlier); we're toward the same goal, just from different points of view. My reason for using hardness/hit points is that I think it would be easier - all materials need them for purposes of breaking objects, and thus you don't have to do extra work, whereas using density requires a good bit of extra calculation (especially if you want to be precise).</p><p></p><p>I also figured something out: I overlooked a rather critical point - that a material's density is a contributing factor (but the ONLY one) to its strength. For example: we have two doors, one made of gold and one made of iron, both 1 inch thick. The gold door is much softer, and thus easier to damage, but it's a lot denser and thus would take about the same amount of time to hack through (i.e., more hp/inch).</p><p></p><p>I also figured out how they determined hardness and hp/inch for materials. They used iron as the baseline material; all others' hardnesses are then compared to it and assigned numbers thereby. For example, stone is around 3/4 as strong as iron, thus hardness 8. </p><p></p><p>Hit points per inch were determined from the material's density relative to iron. A value was derived therefrom and used in this formula: hp/inch = (density * hardness) + 20. For example: mithril is around half as dense as iron (roughly the equivalent of titanium), but half again as strong, so its hp/inch is: (0.5 * 15) + 20 = 27, rounded up to 30.</p><p></p><p>By this we can determine that adamantine is, in fact, twice as hard as iron and roughly the same density. We can also determine hardness and hp for other metals:</p><p></p><p>Gold: Hardness 5, hp/inch 34</p><p></p><p>Silver: Hardness 6, hp/inch 28</p><p></p><p>Mercury: hardness 6*, hp/inch 30</p><p></p><p>Bronze: hardness 8, hp/inch 30</p><p></p><p>Iron: Hardness 10, hp/inch 30. </p><p></p><p>Titanium: Hardness 12, hp/inch 26</p><p></p><p>Mithril: Hardness 15, hp/inch 27</p><p></p><p>Adamantine: Hardness 20, hp/inch 40 (density roughly = iron)</p><p></p><p></p><p>*I'm guessing here, since mercury is a liquid at room temperature.</p><p></p><p>Unfortunately, this also shows that the formula I've been using to determine golem Strengths probably won't work, since golems made from all the above materials end up more or less the same (everything from gold to mithril is 39-41, and adamantine is 50).</p></blockquote><p></p>
[QUOTE="Kerrick, post: 4715590, member: 4722"] I did some thinking about this at work. You have good points (as I meant to concede earlier); we're toward the same goal, just from different points of view. My reason for using hardness/hit points is that I think it would be easier - all materials need them for purposes of breaking objects, and thus you don't have to do extra work, whereas using density requires a good bit of extra calculation (especially if you want to be precise). I also figured something out: I overlooked a rather critical point - that a material's density is a contributing factor (but the ONLY one) to its strength. For example: we have two doors, one made of gold and one made of iron, both 1 inch thick. The gold door is much softer, and thus easier to damage, but it's a lot denser and thus would take about the same amount of time to hack through (i.e., more hp/inch). I also figured out how they determined hardness and hp/inch for materials. They used iron as the baseline material; all others' hardnesses are then compared to it and assigned numbers thereby. For example, stone is around 3/4 as strong as iron, thus hardness 8. Hit points per inch were determined from the material's density relative to iron. A value was derived therefrom and used in this formula: hp/inch = (density * hardness) + 20. For example: mithril is around half as dense as iron (roughly the equivalent of titanium), but half again as strong, so its hp/inch is: (0.5 * 15) + 20 = 27, rounded up to 30. By this we can determine that adamantine is, in fact, twice as hard as iron and roughly the same density. We can also determine hardness and hp for other metals: Gold: Hardness 5, hp/inch 34 Silver: Hardness 6, hp/inch 28 Mercury: hardness 6*, hp/inch 30 Bronze: hardness 8, hp/inch 30 Iron: Hardness 10, hp/inch 30. Titanium: Hardness 12, hp/inch 26 Mithril: Hardness 15, hp/inch 27 Adamantine: Hardness 20, hp/inch 40 (density roughly = iron) *I'm guessing here, since mercury is a liquid at room temperature. Unfortunately, this also shows that the formula I've been using to determine golem Strengths probably won't work, since golems made from all the above materials end up more or less the same (everything from gold to mithril is 39-41, and adamantine is 50). [/QUOTE]
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