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General Tabletop Discussion
*Pathfinder & Starfinder
Falling Damage - Anyone else hopes falling hurts just a little bit more?
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<blockquote data-quote="arscott" data-source="post: 4022107" data-attributes="member: 17969"><p>Something like that. Technically, your acceleration remains constant (except for air resistance). On the surface of the earth, that acceleration is g (8.9 meters per second per second, or 32 feet per second per second). Presumably, the strength of gravity on a D&D world is similar enough to that of earth that we can continue to use this value.</p><p></p><p>What's changing is your kinetic energy. When you land, that kinetic energy will dissipate in ways that cause broken bones, pulverized internal organs, and the occasional giant smoking crater.</p><p></p><p>The kinetic energy E of a falling body of mass m that has fallen distance d is governed by the equation below:</p><p></p><p>E=2mgd</p><p></p><p>So a 200 lb fighter that has fallen 10 feet has a kinetic energy of 4000 foot-pounds. If the same fighter has fallen 20 feet, then his kinetic energy is 8000 foot-pounds, or 1200 foot-pounds for 30 feet and so forth.</p><p></p><p>It's only when time enters into it that you see the non-linear increase that people seem so keen to apply. What this does reveal, though, is that heavier creatures are more affected by falling that lighter creatures. Then again, if a creature is larger, that kinetic energy dissipates over a larger mass. It'll take people who know physics far better than me to figure out how that applies.</p><p></p><p></p><p>55d6. If it went all the way to 200 ft before capping, then you'd be doing 210d6.</p><p></p><p></p><p>Edit: Urg. Can we please stop talking about Con Damage please? The SWSE designers were being very smart when they decided that ability damage is never the solution to anything, ever. I hope with all my heart that the 4e folks follow suit.</p></blockquote><p></p>
[QUOTE="arscott, post: 4022107, member: 17969"] Something like that. Technically, your acceleration remains constant (except for air resistance). On the surface of the earth, that acceleration is g (8.9 meters per second per second, or 32 feet per second per second). Presumably, the strength of gravity on a D&D world is similar enough to that of earth that we can continue to use this value. What's changing is your kinetic energy. When you land, that kinetic energy will dissipate in ways that cause broken bones, pulverized internal organs, and the occasional giant smoking crater. The kinetic energy E of a falling body of mass m that has fallen distance d is governed by the equation below: E=2mgd So a 200 lb fighter that has fallen 10 feet has a kinetic energy of 4000 foot-pounds. If the same fighter has fallen 20 feet, then his kinetic energy is 8000 foot-pounds, or 1200 foot-pounds for 30 feet and so forth. It's only when time enters into it that you see the non-linear increase that people seem so keen to apply. What this does reveal, though, is that heavier creatures are more affected by falling that lighter creatures. Then again, if a creature is larger, that kinetic energy dissipates over a larger mass. It'll take people who know physics far better than me to figure out how that applies. 55d6. If it went all the way to 200 ft before capping, then you'd be doing 210d6. Edit: Urg. Can we please stop talking about Con Damage please? The SWSE designers were being very smart when they decided that ability damage is never the solution to anything, ever. I hope with all my heart that the 4e folks follow suit. [/QUOTE]
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Falling Damage - Anyone else hopes falling hurts just a little bit more?
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