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General Tabletop Discussion
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Improvised actions in combat
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<blockquote data-quote="dave2008" data-source="post: 7113905" data-attributes="member: 83242"><p>I agree, but isn't that a bit half-way though. DnD physics does <u>not </u>= real world physics / mechanics. They way the game is played giants are perfectly scaled, if they are 8 times heavier they are 8x stronger and should be 3x faster. Now I guess if we assume the giant it not doing everything in a round to make an attack that a human is, then that changes the equation - so to speak <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> The big issue is really strength and damage. I giant should do enormous amounts of damage, but since damage and HP are an abstraction I can roll with it.</p><p></p><p></p><p></p><p>I think you are miss using the "pound for pound" idiom (but I could be wrong). If a giant was 2x as strong pound for pound it would be 16x as strong in reality (since it is 8x the weight), which would imply it takes even less damage than a human when falling. But I get what you intended or may be actually saying, depending on the application of the idiom in relation to the square-cube-law (which it really isn't meant for IDT). However, hit points and damage is really much more abstract than a simple extrapolation of kinetic energy. Even in reality it can get very complex very easily. Obviously use what works for you, I was really just interested in the mindset of how you picked and chose what to modify - and you have answered that. Thank you!</p><p></p><p></p><p></p><p>Me too - I increase them on a case by case basis. I generally assume the speed for flying animals is a hover in combat speed and it can go much faster when moving in straight line (though it may take a round to get up to full speed).</p></blockquote><p></p>
[QUOTE="dave2008, post: 7113905, member: 83242"] I agree, but isn't that a bit half-way though. DnD physics does [U]not [/U]= real world physics / mechanics. They way the game is played giants are perfectly scaled, if they are 8 times heavier they are 8x stronger and should be 3x faster. Now I guess if we assume the giant it not doing everything in a round to make an attack that a human is, then that changes the equation - so to speak ;) The big issue is really strength and damage. I giant should do enormous amounts of damage, but since damage and HP are an abstraction I can roll with it. I think you are miss using the "pound for pound" idiom (but I could be wrong). If a giant was 2x as strong pound for pound it would be 16x as strong in reality (since it is 8x the weight), which would imply it takes even less damage than a human when falling. But I get what you intended or may be actually saying, depending on the application of the idiom in relation to the square-cube-law (which it really isn't meant for IDT). However, hit points and damage is really much more abstract than a simple extrapolation of kinetic energy. Even in reality it can get very complex very easily. Obviously use what works for you, I was really just interested in the mindset of how you picked and chose what to modify - and you have answered that. Thank you! Me too - I increase them on a case by case basis. I generally assume the speed for flying animals is a hover in combat speed and it can go much faster when moving in straight line (though it may take a round to get up to full speed). [/QUOTE]
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