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Falling Damage
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garhkal
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Joined: 17 Jul 2005
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Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Tue Sep 27, 2005 7:26 am    Post subject: Reply with quote

Well, here is the official damage, as per Page 112 in the revised and expanded rules book..

Note these values are for standard gravity worlds. Add for higher gravity and reduce for lower gravity.

3-6 meters, 2d
7-12 meters, 3d
13-18 meters, 4d
19-30 meters, 5d
31-50 meters, 7d
51+ meters, 9d
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gollummen
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Joined: 18 Aug 2005
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Location: Denmark

PostPosted: Tue Sep 27, 2005 10:55 am    Post subject: Reply with quote

Double distance should mean double damage
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Krapou
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Joined: 21 Mar 2005
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Location: Bordeaux, France

PostPosted: Tue Sep 27, 2005 11:01 am    Post subject: Reply with quote

Idea IMHO it should not...

Just because speed doesn't increase proportionally with falling distance Wink (due to athmospheric friction)
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Jedi Skyler
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Joined: 07 Sep 2005
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PostPosted: Tue Sep 27, 2005 11:55 am    Post subject: Reply with quote

Krapou wrote:
Idea IMHO it should not...

Just because speed doesn't increase proportionally with falling distance Wink (due to athmospheric friction)


I have to agree with Krapou here. The physics have already been explained; however if you, as GM want to give double damage for double distance, that's your prerogative. Just a warning ahead of time, though: if your players are on top of their game, you're gonna be in for a heck of a fight.
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gollummen
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Joined: 18 Aug 2005
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Location: Denmark

PostPosted: Tue Sep 27, 2005 3:30 pm    Post subject: Reply with quote

Quote:
Just because speed doesn't increase proportionally with falling distance


I did not know that.
But I still think I am going to stick with my 1 pip pr. meter rule.

I like simple, fast rules and I donīt mind that it is not totally realistic, after all it is fantasy/science fiction.
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Argamoth
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Joined: 06 Jul 2005
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PostPosted: Tue Sep 27, 2005 11:49 pm    Post subject: Reply with quote

If you don't have a parachite or good surface area vs. mass, then once speed is not very proportional to height, it doesn't really matter. I just arbitrate an amount of damage I think would be appropriate:
Low: 1D
Medium: 3D
High: 5D
Dangerous: +7D
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Krapou
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Joined: 21 Mar 2005
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Location: Bordeaux, France

PostPosted: Wed Sep 28, 2005 2:37 am    Post subject: Reply with quote

Argamoth wrote:
If you don't have a parachite or good surface area vs. mass, then once speed is not very proportional to height, it doesn't really matter. I just arbitrate an amount of damage I think would be appropriate:
Low: 1D
Medium: 3D
High: 5D
Dangerous: +7D
I also agree that a simple rule is better Smile
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Jedi Skyler
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Joined: 07 Sep 2005
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PostPosted: Sat Oct 01, 2005 11:22 am    Post subject: Reply with quote

Krapou wrote:
Argamoth wrote:
If you don't have a parachite or good surface area vs. mass, then once speed is not very proportional to height, it doesn't really matter. I just arbitrate an amount of damage I think would be appropriate:
Low: 1D
Medium: 3D
High: 5D
Dangerous: +7D
I also agree that a simple rule is better Smile


That goes in line with the first and most important rule of graphic design... the KISS rule. Keep It Simple, Stupid!
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KageRyu
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Joined: 06 Jul 2005
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PostPosted: Sun Oct 23, 2005 3:17 am    Post subject: Reply with quote

gollummen wrote:
Double distance should mean double damage

In the D6 system, 1D increase is essentially double the effect. To illustrate, I point to the combined actions chart; when you take 2 people each with 3D skills combining efforts, you roll 4D, to get to 5D you need 4 people. Also, look at some vehicle and weapon writeups, when you have a single "Medium Blaster cannon" doing 3D and "Twin Linked Medium Blaster Cannons" they do 4D.

An often overlooked area of the rules that was never adequately explained.
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