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Strength, virtual size categories, and house rules
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<blockquote data-quote="CRGreathouse" data-source="post: 3164487" data-attributes="member: 474"><p>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.</p><p></p><p></p><p></p><p>Yep.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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?</p><p></p><p></p><p></p><p>Quite correct. Friction essentially varies with the cross-sectional area of the object, smoothness held constant.</p></blockquote><p></p>
[QUOTE="CRGreathouse, post: 3164487, member: 474"] 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. Yep. 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? Quite correct. Friction essentially varies with the cross-sectional area of the object, smoothness held constant. [/QUOTE]
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