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How many hp in a block of stone? And what is its falling damage?
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<blockquote data-quote="Buugipopuu" data-source="post: 3191952" data-attributes="member: 41173"><p>My reasoning (which treats objects the same as creatures, even if most of their stats are 0):</p><p></p><p>When you have something drop on you, it's like being Crushed by it. Since you don't need any kind of skill to crush things, nonproficiency or the object not being designed as a weapon shouldn't matter. This means that Crush attacks by objects that are designed as weapons probably deal extra damage, although they could get Improved Natural Weapon as a bonus feat.</p><p></p><p>Increasing the fall height by a factor of 64 increases the damage by a factor of 2. This means increasing the fall height by a factor of about 12 increases the damage by a factor of 1.5. To make things simple: Every factor of 8 increase in fall distance (over 5 feet) results in an increase in damage by one VSC.</p><p></p><p>Terminal velocity: For two objects of identical shape, Terminal Velocity varies with the square root of density. This means that for every VSC possessed by the falling object, its terminal velocity increases by a factor of 8. This handily means that for every VSC possessed, it can gain a maximum of 1 more from falling. Being extremely crude here, let's assume that the base terminal velocity is 2 VSCs, reached after falling 320ft.</p><p></p><p>Especially aerodynamic objects can gain up to 2 free terminal velocity VSCs from their shape, while very unaerodynamic ones can lose up to 2. If these are important, they should be noted in the creature's entry. Similarly, high or low density atmospheres can change the maximum effective falling distance. In high or low gravity situations, simply multiply the distance fallen (or the maximum effective falling distance, if reached) by the number of times the gravity exceeds 1g.</p><p></p><p>Summary:</p><p></p><p>Normal creatures (and objects), deal normal damage with Crush if they are simply trying to crush from the ground. They gain additional Size Categories worth of damage for falling long distances, up to a maximum of 2+number of VSCs possessed.</p><p></p><p>Now: A 10ft cube of stone is a large object that due to its high volumetric efficiency and density has 2 Virtual Size Categories This means that its base falling damage is 4d8. After falling 40ft or more, this increases to 8d6, and after falling 320ft or more it deals 8d8. It can continue falling further to gain extra damage until it has fallen 20,480ft, where it will deal 15d10 damage.</p><p></p><p>These damages should be used as both damage dealt by falling objects and damage dealt to falling objects. Skill checks that reduce the effective distance of a fall only reduce it for the falling creature, not anything it lands on.</p><p></p><p>A second example:</p><p></p><p>From the first Immortals session I ran, a Grease spell and a failed Balance check by an Orichalcum Guardian lead to it falling a rather long way (about 14 miles in fact, since it fell through a Gate with the other end positioned high above the ground). It has 15 VSCs, and so has a maximum effective falling distance of A Very Long Way. Air resistance basically has no effect on the damage it takes. 14 miles means it gains 6 additional size categories due to its speed, and deals 1,920d10 damage to the ground, and itself (Golems have very bad Jump and Tumble scores). This averages to 10,560 damage, which was in fact sufficient to destroy the Guardian, as it had already taken a small quantity of damage, and Hardness 100 is not significant against that sort of threat. The energy released by dropping one and a quarter million tons of Guardian fourteen miles onto a solid surface is equivalent to the detonation of 750 Gigatons of TNT.</p></blockquote><p></p>
[QUOTE="Buugipopuu, post: 3191952, member: 41173"] My reasoning (which treats objects the same as creatures, even if most of their stats are 0): When you have something drop on you, it's like being Crushed by it. Since you don't need any kind of skill to crush things, nonproficiency or the object not being designed as a weapon shouldn't matter. This means that Crush attacks by objects that are designed as weapons probably deal extra damage, although they could get Improved Natural Weapon as a bonus feat. Increasing the fall height by a factor of 64 increases the damage by a factor of 2. This means increasing the fall height by a factor of about 12 increases the damage by a factor of 1.5. To make things simple: Every factor of 8 increase in fall distance (over 5 feet) results in an increase in damage by one VSC. Terminal velocity: For two objects of identical shape, Terminal Velocity varies with the square root of density. This means that for every VSC possessed by the falling object, its terminal velocity increases by a factor of 8. This handily means that for every VSC possessed, it can gain a maximum of 1 more from falling. Being extremely crude here, let's assume that the base terminal velocity is 2 VSCs, reached after falling 320ft. Especially aerodynamic objects can gain up to 2 free terminal velocity VSCs from their shape, while very unaerodynamic ones can lose up to 2. If these are important, they should be noted in the creature's entry. Similarly, high or low density atmospheres can change the maximum effective falling distance. In high or low gravity situations, simply multiply the distance fallen (or the maximum effective falling distance, if reached) by the number of times the gravity exceeds 1g. Summary: Normal creatures (and objects), deal normal damage with Crush if they are simply trying to crush from the ground. They gain additional Size Categories worth of damage for falling long distances, up to a maximum of 2+number of VSCs possessed. Now: A 10ft cube of stone is a large object that due to its high volumetric efficiency and density has 2 Virtual Size Categories This means that its base falling damage is 4d8. After falling 40ft or more, this increases to 8d6, and after falling 320ft or more it deals 8d8. It can continue falling further to gain extra damage until it has fallen 20,480ft, where it will deal 15d10 damage. These damages should be used as both damage dealt by falling objects and damage dealt to falling objects. Skill checks that reduce the effective distance of a fall only reduce it for the falling creature, not anything it lands on. A second example: From the first Immortals session I ran, a Grease spell and a failed Balance check by an Orichalcum Guardian lead to it falling a rather long way (about 14 miles in fact, since it fell through a Gate with the other end positioned high above the ground). It has 15 VSCs, and so has a maximum effective falling distance of A Very Long Way. Air resistance basically has no effect on the damage it takes. 14 miles means it gains 6 additional size categories due to its speed, and deals 1,920d10 damage to the ground, and itself (Golems have very bad Jump and Tumble scores). This averages to 10,560 damage, which was in fact sufficient to destroy the Guardian, as it had already taken a small quantity of damage, and Hardness 100 is not significant against that sort of threat. The energy released by dropping one and a quarter million tons of Guardian fourteen miles onto a solid surface is equivalent to the detonation of 750 Gigatons of TNT. [/QUOTE]
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How many hp in a block of stone? And what is its falling damage?
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