03-28-2018, 02:07 PM | #11 | |
Join Date: Nov 2016
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Re: Estimating damage from dice in LBS. or KG.
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For example if 3d +6 was required to achieve 1500 Psi most of the time... How can you estimate 3d +6 = 1500 Psi most of the time? (Most of the time in this situation means, you get the best result when rolling damage, not skill). - Hide |
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03-28-2018, 02:13 PM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Estimating damage from dice in LBS. or KG.
By completely ignoring it as being only incidentally related to any valuable measure.
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03-28-2018, 07:56 PM | #13 | |
Join Date: Nov 2016
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Re: Estimating damage from dice in LBS. or KG.
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Simply put: If there is this machine which receives a punch and returns its Psi, at some point it should be involving strength as the main variable, because strength is directly involved with the push force or impact of the punch. GURPS wise, I understand a punch may deal variable damage depending on many factors (ST, skills, techniques, armor, etc.). However, the rough power of a punch "translates" into a certain number of dice, for example "1d" damage. And AFAIK, in GURPS such score results primarily from ST. So, I don't think that Ivan Drago has "1d-3" as his basic damage score. Maybe he had "1d+5" and when he hit, he got "11" which ultimately was 1850 Psi. More or less, I think this is the approach JazzJedi suggested (thank you!). Therefore, assuming GURPS has some math behind its damage score calculations ... Maybe there is a way to bring pound-force calculations (involving damage scores) into a custom scenario, at least. - Hide Last edited by Hide; 03-28-2018 at 08:02 PM. |
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03-28-2018, 08:29 PM | #14 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Estimating damage from dice in LBS. or KG.
Measured force will be a hybrid of strength, weight, and punching style, in a way that correlates sufficiently poorly with anything actually interesting that I'd consider it garbage data.
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03-28-2018, 09:42 PM | #15 |
Join Date: Dec 2006
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Re: Estimating damage from dice in LBS. or KG.
Step 1: Throw out the machine that measures psi, pounds, etc.
Step 2: Build a device that measures kinetic energy (likely a g force meter attached to a known weight bag) Step 3: Use the kenetic energy of the fist, and its cross-sectional area as data points for Douglas' KE->damage converter (which is intended for firearms). That's going to be hopelessly messy, and likely result in a whole lot of 1d-3 until you go well into the superhuman range (like it should probably, fists are terrible damage dealers). |
03-28-2018, 11:46 PM | #16 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Estimating damage from dice in LBS. or KG.
Fists deal out damage pretty well. What they do not do is have penetration. As even humans should probably have some DR vs crushing over most of their body (even GURPS as written gives most objects, haumns included, about 0.5DR), this results in fists doing no real damage much of the time (but leaving spectacular surface bruising, etc., because they did plenty of damage but it never reached anything important).
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03-29-2018, 04:04 AM | #17 | ||
Join Date: Jan 2010
Location: Brighton
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Re: Estimating damage from dice in LBS. or KG.
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*I can see the temptation as it is the one that has the most maths behind it! Last edited by Tomsdad; 03-29-2018 at 09:11 AM. |
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03-29-2018, 07:27 AM | #18 | |
Join Date: Dec 2006
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Re: Estimating damage from dice in LBS. or KG.
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03-29-2018, 08:04 AM | #19 |
Join Date: Nov 2009
Location: GMT-5
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Re: Estimating damage from dice in LBS. or KG.
Does anyone have a source for melee weapon KE data? That might be interesting to plug into Doug's equations.
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03-29-2018, 08:29 AM | #20 | |
Join Date: Jan 2006
Location: Central Europe
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Re: Estimating damage from dice in LBS. or KG.
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Look up Horsfall, "An Assessment of Human Performance in Stabbing."
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