[Quick!] Need help, what is the max distance one falls in a round?

Re: Re: Re: Some physics

However, if you fall through air resistance 20', then fall "up" through the same air resistance 20', you will be exactly (colloquial usage) where you started from. When you come back down you will go through the same air resistance again, so you will be going just as fast as before the teleport.

No, you won't.

Gravity slows you going up, and accelerates you going down.

Air resistance slows you going up, and slows you again going down.

-Hyp.
 

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Re: Re: Re: Re: Some physics

Hypersmurf said:


No, you won't.

Gravity slows you going up, and accelerates you going down.

Air resistance slows you going up, and slows you again going down.

-Hyp.

I stand corrected.
 

Air resistance

Hypersmurf gave a really nice simplified answer to your misconception Totoro ... but I wanted to throw some actual detail on it.

Your height when you "fall upward" is going to be determined by your kinetic energy ... this is energy gained from movement. When you fall up all of this energy is converted to other forms. Most of it is converted to potential energy ... this is energy you have from just being "high up" without moving. However, air resistance is friction which causes some of that energy to be lost to heat ... moving through the air sucks off some of your kinetic energy.

So when you finally stop moving, you wont' have as much potential energy as you had kinetic energy when you started, but you and the air will be a bit warmer.

When you start falling again you start converting the potential energy back to kinetic energy. However again some of this energy is lost through your bumping into air molecules and is turned into heat. So when you finally reach the ground you won't even have as much kinetic energy as you had potential energy when you were at your high point.
 

drnuncheon said:
Hey, if you think I told you to "shut up" then I'm very sorry you took it that way, because that's not how I meant it.

I can understand that inference and implication are often different.

I can't find anything in my post that says "shut up" to me. I said that you should present opinions as opinions. Anything more than that, you read into it yourself.

Just like you read into my post, which was an opinion, some sort of non-opinion sentiment.

See what happens when people jump to conclusions?

Remember Napoleon's maxim: Never attribute to malice that which can be explained by stupidity. :D
 
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Now when you are done falling up and reach 0 upwards velocity just before you start falling down again you can DD one more time back to the ground and land safely with 0 percieved momentem to worry about.

Now of course if you start worryiing about potential energy teleporting or D Dooring from the top of a wizards tower to the ground floor or vice versa would be bad as well.
 

Now here's something that hasn't been addressed.

The ruling on the Jump skill is that if you make a jump check that indicates a distance greater than your speed, you complete the jump on your next action, right?

In other words, if someone with a speed of 30' casts a Jump spell, moves 20' and jumps, with a jump check that indicates 20' of travel, they can only actually cover 10' of that Jump in their action. Next round, they must take a move action to cover the last 10' of the jump.

Now, if that were a running High Jump, they could conceivably spend most of an initiative cycle hanging a few feet short of reaching the balcony they're leaping for, until their next action when the jump resumes, and they catch the edge of the balcony and haul themselves up.

Doesn't that, by extension, mean that if an armoured dwarf takes a standard action, and then jumps down from a tower, he can't fall further than 15' in the first round? :)

-Hyp.
 

Hypersmurf said:
Doesn't that, by extension, mean that if an armoured dwarf takes a standard action, and then jumps down from a tower, he can't fall further than 15' in the first round? :)

Also, when a jump is started in one round and completed in the next, the character actually freezes in midair and doesn't start moving again until his next turn. :D
 

Also, when a jump is started in one round and completed in the next, the character actually freezes in midair and doesn't start moving again until his next turn. :D

Yes - that's what I meant when I talked about the guy hanging a few feet off the ground for most of an initiative cycle.

-Hyp.
 



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