09-07-2010, 08:25 AM
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#6
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Re: Blunt Trauma and Skulls
Quote:
Originally Posted by hal
Pertinent quote:
Falls and Armor: All armor, flexible or not (but not innate DR), counts as
“flexible” for the purpose of calculating blunt trauma from falling damage.
Thus, even if the victim has enough armor DR to stop the falling damage,
he suffers 1 HP of injury per 5 points of falling damage. See Flexible Armor
and Blunt Trauma (p. 379).
So, to answer your question - you applied the correct rules, and the fact that the person took 15 points of damage, stopped by DR 16, will result in 3 points blunt trauma, for which 2 will be stopped by the skull's innate DR of 2, leaving a total of 1 point that gets through. Damage to the skull is multiplied by a x4 modifier unless it is toxic damage, which collision damage is not. So, net result, is 4 points of damage when all is said and done.
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Umm, no. Did you skim the last few posts?
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