01-21-2014, 01:10 PM | #11 | |
Join Date: Jun 2006
|
Re: Create, Telekinesis and Collision
Quote:
And no it doesn't make sense. It's a simplification of the physics engine of the game to allow it to be played by humans without TL9 implant computers.... Edit - in fact, I think the place there is likely to be the disconnect is the speed. The fundamental parameter of telekinesis is its ST, which sets the damage you can do hitting something with it, not how fast it can move something. If you are getting higher damage out of the collision rules than its ST would dictate, the problem is your telekinesis isn't actually strong enough to move it that fast, the broken rule is presumably the one for computing the speed of the object, not the damage rules.
__________________
-- MA Lloyd Last edited by malloyd; 01-21-2014 at 01:19 PM. |
|
01-21-2014, 02:15 PM | #12 | |
Join Date: Sep 2007
|
Re: Create, Telekinesis and Collision
Quote:
TK and gravity are already inconsistent, since gravity is an acceleration, but TK is described as letting you move objects with a constant Move. But then, TK isn't self-consistent because you can also throw objects with TK, and that clearly involves moving faster than the character's Move. The OP says "create a metal ball and hurl it", which to me sounds like the throwing rules, not collision damage. Would you have a shotput thrown by a ST 15 athlete do different damage from that thrown by TK ST 15? How does that make sense? |
|
01-21-2014, 05:00 PM | #13 | ||
Join Date: May 2013
Location: Ellicott City, MD
|
Re: Create, Telekinesis and Collision
Quote:
Quote:
|
||
01-21-2014, 09:39 PM | #14 | |
Join Date: Aug 2004
|
Re: Create, Telekinesis and Collision
Quote:
|
|
01-21-2014, 09:44 PM | #15 | |
Join Date: Aug 2004
|
Re: Create, Telekinesis and Collision
Quote:
Although it's possible that the disparity is being overstated. Did we remember to reduce the TK Move according to how much Encumbrance the object being used represents to the TK's ST? If the object is near the top of the range of what your TK 21 can lift, you might only be able to move it at Move 4 (0.2 times your usual Move 21). |
|
01-21-2014, 10:18 PM | #16 | |
Join Date: May 2013
Location: Ellicott City, MD
|
Re: Create, Telekinesis and Collision
Quote:
|
|
01-22-2014, 05:00 AM | #17 | |
Join Date: Jun 2006
|
Re: Create, Telekinesis and Collision
Quote:
In this case I think you could argue it either way. Objects being moved with TK might not have momentum in the normal sense. Consider the case where you are near your TK limit and hit something inelastically - at some point in the collision process, the thing you collided with is going to add its mass to your projectile, push you over your limit and, what? By the RAW I think the object stops dead, it doesn't continue to move at a speed determined by conservation of momentum.
__________________
-- MA Lloyd |
|
01-22-2014, 07:28 PM | #18 | |
Join Date: Aug 2004
|
Re: Create, Telekinesis and Collision
Quote:
|
|
Tags |
collision damage, create, super strength, telekinesis |
Thread Tools | |
Display Modes | |
|
|