10-25-2010, 01:12 PM | #1 |
Join Date: Oct 2010
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Flying pillow monster paradox.
Ok, i'm a big bad and fast sumo wrestler.
And I'm falling on a huge pillow, soft enough to do only x1 damage from fall. I'm yelling "Aww!", and taking (myHP*velocity)/100 damage, right? Now let's say It was actually a sleeping pillow monster with over 9000 HP, so he's doing (hisHugeHP*velocity)/100. Fortunately, there is a rule to prevent my death: "Head-On: [...] The slower object cannot inflict more dice of damage than the faster one." (B432). It's still not clear, should I add +2 per die for damage to myself because of sumo at DX+2, but, I'm still alive! Or do I? Because now both of us were dropped from head-on colliding planes on a huge altitude. While we are falling, we move towards each other with a speed 5y/s. And now is a paradox: From my point of view, I'm just falling down, and Pillow Monster slams with me, doing much more than 11*myHP damage, physically destroying my body, and erasing me from existance. But from his point of view, he is static, and because I'm faster, he inflicts no more than (myHP*velocity)/100, and I survive the collision. So my question is: how do I handle slams, when I know relative speed, but it's impossible to say something about absolute speeds? For now the only solution I can see is "don't worry, you forgot to take a parachute when you were jumping from the plane, so there is no difference". But unfortunately, that's not true... This is a simplification of a real-game problem, not something completely synthetic. Colliding birds, colliding jumping catgirls... Both of them are flying, so there is no such thing as absolute speed, right? I'm totally confused. PS: sorry for my poor english. |
10-25-2010, 01:31 PM | #2 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Flying pillow monster paradox.
All you care about is relative velocity. The speed with which the two things are hitting each other is the important part, not the speed with which they're moving with respect to anything else.
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10-25-2010, 01:46 PM | #3 | |
Join Date: Oct 2010
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Re: Flying pillow monster paradox.
Quote:
I'm seriously worrying about slam damage limit (in case I will slam with something with insane HP), but I simply don't know how to properly implement rule on page B432. |
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10-25-2010, 01:53 PM | #4 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Flying pillow monster paradox.
Quote:
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10-25-2010, 02:06 PM | #5 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Flying pillow monster paradox.
Well, it depends on the HP of the smaller target unless there's something preventing the smaller target from being knocked back -- if a truck hits you at 2 mph and you're able to move you might get shoved around (or knocked down), but you won't take that much damage unless you fall and get run over. On the other hand, if it hits you at 2 mph and there's a wall behind you, you squish...
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10-25-2010, 02:08 PM | #6 | |
Join Date: Oct 2010
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Re: Flying pillow monster paradox.
Quote:
My confusion just risen... x_x |
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10-25-2010, 02:13 PM | #7 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Flying pillow monster paradox.
Quote:
So yeah, the mass of the thing hitting you doesn't matter, unless it's the smaller thing. I mean, the earth is REALLY massive, but you don't explode into chunky bits of gore if you trip and fall. |
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10-25-2010, 02:22 PM | #8 | |
Join Date: Oct 2010
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Re: Flying pillow monster paradox.
Quote:
Now the biggest questions for me is: how many HP should I have to become hard object, like "clay, concrete, ordinary soil, and sand" (B431) to double damage I can inflict with a slam -_- Especially if I'm slamming without armor. I wonder, can I slam with my head, which is probably hard enough, if I have "Unbreakable bones"?.. |
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10-25-2010, 02:27 PM | #9 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Flying pillow monster paradox.
Quote:
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10-25-2010, 02:32 PM | #10 |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: Flying pillow monster paradox.
I'd make hardness a function of DR rather than HP. Call it DR 3+, so long as it isn't flexible?
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Tags |
damage, paradox, slam |
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