09-23-2020, 09:39 AM | #31 |
Join Date: Feb 2016
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Re: Simplified Jumping?
One thing to keep an eye out on is Injury Tolerance (Diffuse) with Super Jump. Since diffuse characters only take 2 HP of damage from collisions, a character with HP 14, Basic Move 7, Super Jump 12, and Sumo Wrestling at DX+2 can deal 420d+840 crushing damage at the cost of 2 HP of damage. As the total price is likely 276 CP, that is a heck of a hit for a 500 CP character.
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09-23-2020, 09:43 AM | #32 | |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Simplified Jumping?
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In other words, no, they wouldn't be doing massive slam damage and not taking much of any damage themselves.
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
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09-23-2020, 10:32 AM | #33 |
Join Date: Sep 2004
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Re: Simplified Jumping?
Such a player would just carry a shield and do a shield slam such that the shield is what makes impact instead. A better fix would be a few quick revisions to the slam rules...
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09-23-2020, 11:04 AM | #34 | |
Join Date: Feb 2016
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Re: Simplified Jumping?
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09-23-2020, 11:09 AM | #35 | ||
Join Date: Aug 2018
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Re: Simplified Jumping?
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The way fall damage works (first limbs take it, then torso takes excess beyond that needing to cripple) feels a lot like an area attack. B400 has Large Area Injury rules Since this applies to: We know these things hurt diffuse normally, so the "also" (SM+7 attacks) sounds like a pretty good guideline on giants being able to harm diffuse creatures in full via their attacks being AE crushing. The earth is certainly a giant creature! Last edited by Plane; 09-23-2020 at 11:14 AM. |
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09-23-2020, 11:23 AM | #36 |
Join Date: Jul 2009
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Re: Simplified Jumping?
Just because it has a point cost doesn't mean it's a thing that exists in any particular setting. I'm no too worried about the Diffuse guy with Super Jump 12 because Super Jump at that level (x4096 jumping distance? something like ten or more times the speed of sound in jumping Move?) doesn't make physical sense, even for Supers really, so nobody in any setting I'm going to run is going to have it.
If it did come up, I think it's reasonable to argue that Diffuse just isn't all that Diffuse at thousands-of-miles-per-hour impacts with large objects. I'd probably have them take full impact damage. But, seriously, it shouldn't happen. RAW is pretty good at handling human scales. You need to be flexible when dealing with weird situations. Anyway: Thanks to the people that pitched in with the Dungeon Fantasy examples and those that helped me revise the vertical jump heights. I've got most of what I was looking for. I'm satisfied with the slightly-low-but-easy-to-remember Move/2 yards horizontal (doubled for a running jump, halved in combat) and the slightly-high-but-easy-to-remember Move/2 feet vertical (halved in combat). I do have one secondary thought, though: Should a running jump really benefit vertical jump height? I'm not sure I understand the physics of that. Why would having greater horizontal speed before you jump affect your vertical jump height at all? I don't know much about jumping in real life, so maybe this is a thing and I'm just missing something. Last edited by Ejidoth; 09-23-2020 at 11:31 AM. |
09-23-2020, 03:46 PM | #37 | ||
Join Date: Jun 2010
Location: Dreamland
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Re: Simplified Jumping?
https://www.gamesdiner.com/rules-nug...r-cost-for-st/
The simple thing is each 'step' on the SM table amount of ST is worth 50pts (10-15-20-30-50-70-100). It lines up close to Growth's scaling that just making Growth 50pts instead of buying extra ST might not be a bad idea. Quote:
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09-23-2020, 04:01 PM | #38 |
Join Date: Aug 2004
Location: Wellington, NZ
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Re: Simplified Jumping?
Even with the RAW getting that much damage requires two rounds on concentration before the jump (B352, "Jumping in Combat"), and the results on a miss will be spectacular - it's a jump, so the jumper is committed to another four turns of movement at (for the suggested 420d+ slam) 1200+ miles per hour. If they hit anything like a wall it will be large area injury, though probably capped by the wall coming apart (or the character, if they've only 14HP).
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Rupert Boleyn "A pessimist is an optimist with a sense of history." |
09-23-2020, 09:11 PM | #39 |
Join Date: Feb 2016
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Re: Simplified Jumping?
Injury Tolerance (Diffuse) does not suffer more damage from large-area attacks, only area effects, cones, and explosions do normal damage (Basic, p. 380). While area effects, cones, and explosions are examples of large-area attacks and deal normal damage to Diffuse targets, other large-area attacks do not do normal damage against Diffuse targets. It does not matter how big a baseball bat is, it only deals 2 HP to a puddle of water with each hit.
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09-23-2020, 09:53 PM | #40 | |
Join Date: Aug 2018
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Re: Simplified Jumping?
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AEs are still AEs even with Bombardment where they don't hit everything so why not huge limbs? |
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