High / Low Gravity

LucasC

First Post
So I'm working on a planetary classification system that encapsulates all the key elements needed to run a game and I have just come up to Gravity (pgs 255-256 of the playtest document).

Granting that it's possible I'm reading this wrong, I seem to be producing some pretty odd results attempting to use a more granular system than Low and High gravity.

Here are the definitions of Gravity as I read them:
  • Normal Gravity = .6-1.4G
  • Low Gravity = (anything) below .6G
  • High Gravity = (anything) above 1.4G

Wanting to get slightly more complex I turn to the formulas on the middle of page 256.

My first observation is that it would be a real PITA to try and do anything w/this on the fly. So I have to plan that using anything other than the normal-low-high will require pre-planning. That's acceptable, although I'd like some more flexibility.

I think it gets worse tho - let's consider speed for instance.

Using normal-low-high the impact to speed is:
  • Normal Gravity = no adjustment
  • Low Gravity = +2
  • High Gravity = -2

If, instead I use the formula it indicates that:
  • Speed = (speed) * (1/G) rounded down

Starting w/a base speed of 6 that gives me results like this:

Gravity
Speed
1.7
1.6
1.5
1
1.4
2
1.3
3
1.2
4
1.1
5
0.9
6
0.8
7
0.7
8
0.6
10
0.5
12
0.4
15
0.3
20
0.2
30
0.1
59
[TD="bgcolor: #000000"]
1
[/TD][TD="bgcolor: #000000"]
6
[/TD]
I'm not great at math, it's possible I'm doing the math wrong.

Anyhow, here's an alternative I'm thinking of using.

We start w/the original rules defining the normal range:
  • Normal Gravity = .6-1.4G
  • Low Gravity = (anything) below .6G
  • High Gravity = (anything) above 1.4G

Then notate deviance from normal as follows:
  • GL# indicates LOW gravity
  • G indicates NORMAL gravity
  • GH# indicates HIGH gravity
  • Gz indicates ZERO gravity

Then apply the following modifiers:
  • Speed : Add or subtract squares equal to number (add for low, subtract for high)
  • Falling: multiply or divide by (1 + number) (multiply for high, divide for low)
  • Load: multiply or divide by (1 + number) (multiply for low, divide for high)
  • Agility: subtract number when in HIGH gravity
  • Jump: add number when in LOW gravity
  • Recoil: one square per number when in LOW gravity

The impact to speed would be:

Class
Gravity
Speed
GH6
2
GH5
1.9
1
GH4
1.8
2
GH3
1.7
3
GH2
1.6
4
GH1
1.5
5
G
GL1
0.3
7
GL2
0.2
8
GL3
0.1
9
[TD="bgcolor: #000000"]
.6-1.4
[/TD][TD="bgcolor: #000000"]
6
[/TD]
More important than making the Speed number work out, the system would allow me to adjudicate this on the fly. I need to remember what things are affected and generally how but I don't really need a calculator to do the math.

It's rough and a first pass looking at it but I'm curious as to your thoughts.
 

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You're right; the formula doesn't quite work as intended. A table as you suggest may make things easier.

In the long run, the ultimate goal is to be able to very quickly select some easy options to customize an area, making encounters varied and interesting while not slowing down gameplay. That's why I'm personally in favour of simple broad zero/low/normal/high/ultra-high categories. Easy to apply and easy to remember.
 

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