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Blast doors.. What damage if they close on you?
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garhkal
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PostPosted: Thu Aug 29, 2013 3:46 pm    Post subject: Blast doors.. What damage if they close on you? Reply with quote

Got to talking with one of my gaming buds, and we diverged into combat on ships (say taking a pirate ship). What damage do you see being done to someone who gets caught in the closing of a blast door? Does it matter if the door is on a cap ship, or a freighter? A war ship or a civilian ship?
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jmanski
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PostPosted: Thu Aug 29, 2013 4:55 pm    Post subject: Reply with quote

Since a blast door is made to seal compartments, I'd say anything caught in a blast door is in two pieces.
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DougRed4
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PostPosted: Thu Aug 29, 2013 5:21 pm    Post subject: Reply with quote

I would think it would do more damage on a larger facility or capital ship (perhaps Scale should be applied), as it seems some of those big doors (like on the Death Star) were pretty massive.

I'd probably make it something like 12D6 damage for other ones.
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Ral_Brelt
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PostPosted: Thu Aug 29, 2013 6:47 pm    Post subject: Reply with quote

I'd have to agree with jmanski. A blast door (ie pressure door)'s job is to seal/secure an area. For dramatic effect, it might warrant a descriptive telling of how the machine inevitably wins out over flesh or droid, but it will win. Damage shouldn't be a consideration because that enables the 'I could take it' mentality of PCs.
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jmanski
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PostPosted: Thu Aug 29, 2013 11:48 pm    Post subject: Reply with quote

As in, if it's in the way of the blast door, it's toast?

So, just to be clear....don't get in the way of the blast door.
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garhkal
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PostPosted: Fri Aug 30, 2013 1:22 am    Post subject: Reply with quote

So in that case, when say someone gets incapacitated near/by a door, how would you decide they fell INTO the door's path?
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garhkal
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PostPosted: Fri Aug 30, 2013 1:23 am    Post subject: Reply with quote

PS mods. This might need moving to either the House rules or official rules sub-forums.
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DB 2.0
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PostPosted: Fri Aug 30, 2013 1:47 am    Post subject: Reply with quote

how many Force Points do they have on hand?, how many DSP do they have?, if they're a Dark Side Character what have they done for the Dark Side lately?

basically is Kama or some shadowy force looking out for them? if so they fall clean through, just short or away from the closing blast doors. or out to get them? if so how bad? because it could be the difference between just a hand, arm or leg or something they cant live without, like a head or half a body.
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jmanski
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PostPosted: Fri Aug 30, 2013 4:47 pm    Post subject: Reply with quote

garhkal wrote:
So in that case, when say someone gets incapacitated near/by a door, how would you decide they fell INTO the door's path?


Use the grenade scatter chart?
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Fallon Kell
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PostPosted: Sun Dec 22, 2013 4:51 am    Post subject: Re: Blast doors.. What damage if they close on you? Reply with quote

You know, I'd say that just because a blast door is durable doesn't mean it closes forcefully. On civilian ships, they're made to seal off sections from decompression, a force of roughly 15 psi. A sliding glass door of minimal thickness could actually handle this. On military ships, they're probably designed to keep blast waves from enemy fire out, and those are significantly higher pressures, leading to significantly thicker doors, with significantly more inertia and stronger mechanisms. I would think the larger a blast door was, the more damage it would do, and the Death Star ones on up would be pretty lethal, but smaller and more civilian ones would probably be survivable. Especially since it's more effective to use redundant doors than to try and build the doors to crush anything in their way.
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shootingwomprats
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PostPosted: Sun Dec 22, 2013 5:09 am    Post subject: Reply with quote

Looking at this, I am thinking that a small vehicle would be crushed in the process of a large blast door closing. So damage is speeder scale and do enough damage to outright destroy a typical landspeeder hull 2D, the average roll being 7. We need at least an average roll of 23 [16+7] ... 8D speeder scale [average of 28 = 8 / 3.5], doing 10D to a character caught in the door, but giving a +2D to dodge the shutting door.

Blast Door: STR 8D speeder scale
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garhkal
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PostPosted: Sun Dec 22, 2013 3:51 pm    Post subject: Reply with quote

Now comes the related question of if someone else was also there and wanted to try and "hold the door open" so someone else could drag the unconscious pc through, what would the lifting roll be??
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shootingwomprats
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PostPosted: Sun Dec 22, 2013 4:39 pm    Post subject: Reply with quote

Let the blast door go last in an initiative order allowing the characters to declare the number of actions in a round. This, with the +2D to dodge should allow a good chance for characters to make it through the blastdoor. This will also allow characters to perform 1. Combined actions or 2. A complex actions(s).
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Ral_Brelt
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PostPosted: Sun Dec 22, 2013 5:24 pm    Post subject: Reply with quote

If you absolutely have to have an opposed roll, either use the dmg of the door as its check to close. If the PC is resisting one side, halve the str of the door unless the door doesn't bisect to open. If they fail, they can't resist. If they succeed, they can hold off on it closing for one round, with retests up to the # of dice they have in strength.
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jmanski
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PostPosted: Thu Dec 26, 2013 2:46 pm    Post subject: Reply with quote

garhkal wrote:
Now comes the related question of if someone else was also there and wanted to try and "hold the door open" so someone else could drag the unconscious pc through, what would the lifting roll be??


I think blast doors are made to close no matter what. I don't think there's such a thing as holding one open. You either get through clean, or you get through partially....
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