01-13-2012, 11:02 AM | #21 |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
It doesn't for arrows shot at a 45 degree angle, either. I assumed you worked it out for flatter trajectories, but if you go for a parabola based off of 45 degree takeoff, range goes as the square of velocity, ignoring air resistance.
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01-13-2012, 11:05 AM | #22 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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01-13-2012, 11:09 AM | #23 | |
Doctor of GURPS Ballistics
Join Date: Sep 2004
Location: Lakeville, MN
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Re: Have I Got Jumping Velocity Right?
Quote:
I remembered range being linear in something, and it was energy; DAMAGE is linear in velocity, which is where I got mixed up.
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01-13-2012, 11:14 AM | #24 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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Of course, it occurs to me that technically a Slam from above by leaping should use the velocity for your total vector, both horizontal and vertical, which for a 45 degree angle of 'landing' comes to square root of 2 x the vertical or horizontal component, so approximately 1.4 times as fast. |
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01-13-2012, 11:26 AM | #25 |
GURPS Line Editor
Join Date: Jul 2004
Location: Montréal, Québec
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Re: Have I Got Jumping Velocity Right?
The point is that DF doesn't state its genre conventions. It just uses them. The goal of our genre redux series is to present ready-to-go content equivalent to reading core GURPS books, cherry-picking the content you like, making a bunch of house rules to keep things moving quickly, and cooking up lots of worked examples. These series don't refer to lots of other books, explain their rulings, or assume the reader is a GURPS expert . . . they cite their rulings as the whole of the law for new gamers. Long explanations are among the things that people who "just" want to do flat-out dungeon-crawl games, say, find exasperating about full-on GURPS, which is why we didn't bother with such explanations.
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01-13-2012, 11:41 AM | #26 |
Join Date: Sep 2004
Location: Canada
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Re: Have I Got Jumping Velocity Right?
It could also work by assigning the monster a bunch of move (limited to enhance it's jumping velocity only) or an enhancement on its super jump (to improve jumping velocity and therefore reduce hang time). Which might be omitted from the writeup, like other things tend to be, simply because it's a bunch of fiddly details and you really only need the damage.
Or you could just assign it damage. There isn't actually a RULE in GURPS that forbids just assigning damage to a monster. :)
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01-13-2012, 11:41 AM | #27 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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01-13-2012, 12:09 PM | #28 |
Join Date: Aug 2007
Location: Vermont, USA
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Re: Have I Got Jumping Velocity Right?
Or just give it another level or two of Super Jump and only talk about its 1-second jump distance in the notes about how it fights. Or a quick sentence about the difference between its 1-second jump and a 5-second jump would have made the turtle even more interesting, IMO. You're running away from it and it's coming after you in these great 5-second jumps would be cool to describe ("Shoot it! Shoot it!").
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01-13-2012, 12:44 PM | #29 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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*Since the object of DF is to keep things simple, ignore the stuff about jumping Move being 1/5 of jumping distance on B## and just let characters and monsters jump their full distance in one turn, making distance and jumping Move equivalent. Or even shorter... even that's a little verbose. |
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01-13-2012, 01:07 PM | #30 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Have I Got Jumping Velocity Right?
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Tags |
jump, slam |
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