CRGreathouse
Community Supporter
Ltheb Silverfrond said:Think of it this way: A 10'x10'x10' Granite block weighs 137,000 lbs. (Average based on some density calculations) Just touching that block won't hurt you. But it it is moving, and it collides with you, that energy has to be transfered to you.
A falling block goes faster the longer it falls until it reaches terminal velocity. Instead of looking at the falling itself as the source of the damage, physics should say that since accelleration multiplies the inherrent energy of the object due to it's mass.
So I look at terminal velocity and falling damage like this: A multiplier. At rest, and objects falling multiplier is 0. Little energy, asside from electron movement. But if it starts to fall, the thing gains energy. A stone of that size will have much more energy that a feather, despite having fallen the same distance. Thusly, the falling cannot be anything more than a multiplier.
(Lets say for arguements sake that each 10' fallen = an increase in the multiplier by .05 for now)
Actually, I don't think the base should be a multiplier of 0. I think that the base should be the damage you'd take if the granite block were gently placed on you (mathematically, think of it as the limit of the damage as the distance dropped tends toward zero from the right). I'm not sure how this should work out in terms of force and KE, but just consider your example: a 60-ton granite block would crush you no matter how slowly it was set on you.
Ltheb Silverfrond said:So after an object reaches it's "terminal velocity" (200' fallen in d20 if I recall) it should output the maximum amount of energy (d6's of damage) possible for it's mass. Likewise, the damage multiplier I proposed is something along the lines of x1.0 at this point.
Yep.
Ltheb Silverfrond said:So falling damage rules would need to be slightly restructured. Weight needs to be more important than distance fallen.
For a simple system, height could set the size of the dice (d20 or d12 = terminal) and weight could set the number of dice (no limit). A more complicated system would use the damage from static normal force (mentioned above) and your multiplier. A yet more complicated system would 'ease into' terminal velocity rather than using a linear progression with a cap.
The D&D assumption that damage ~ height up to terminal velocity is reasonable, assuming damage ~ KE. Falling a distance of D, the time for the fall can be calculated from D=1/2gt^2, which when combined with KE = 1/2mv^2 gives the amusing acrostic KE = Dmg, or simply KE ~ D. Does that look right?
Ltheb Silverfrond said:Terminal velocity I believe* (Can't back this up) is different for every object. A feather will never fall very fast because it is not very dense and very air-resistant.
Quite correct. Friction essentially varies with the cross-sectional area of the object, smoothness held constant.