Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

Reply
 
Thread Tools Display Modes
Old 04-03-2014, 10:20 AM   #11
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: Making falling damage more lethal

Part of the problem is that falling damage isn't uniformly low -- it's low for long falls. If you fall 3' (basically, your falling distance if you trip and fall), your falling velocity is 5, which for a 10 hp person falling onto a hard surface translates as 1d6 damage. That's already probably unrealistically high, while you can get significantly hurt by a fall of that distance, you have a pretty substantial chance of not more than scrapes and bruises. Thus, anything that boosts falling damage should really only do so for longer falls. One idea: a fall has a 'ST' of (HP x Velocity / 10, or /5 for hitting a hard immobile surface; it does Thrust damage for that ST). That would convert a terminal velocity fall (move 60, HP 10) to 13d, while the 1 hex fall (move 5, HP 10) would be 1d-2.
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
Old 04-03-2014, 12:06 PM   #12
Captain Joy
 
Captain Joy's Avatar
 
Join Date: Nov 2006
Location: Heartland, U.S.A.
Default Re: Making falling damage more lethal

Quote:
Originally Posted by Anthony View Post
Part of the problem is that falling damage isn't uniformly low -- it's low for long falls. If you fall 3' (basically, your falling distance if you trip and fall), your falling velocity is 5, which for a 10 hp person falling onto a hard surface translates as 1d6 damage. That's already probably unrealistically high, while you can get significantly hurt by a fall of that distance, you have a pretty substantial chance of not more than scrapes and bruises. Thus, anything that boosts falling damage should really only do so for longer falls. One idea: a fall has a 'ST' of (HP x Velocity / 10, or /5 for hitting a hard immobile surface; it does Thrust damage for that ST). That would convert a terminal velocity fall (move 60, HP 10) to 13d, while the 1 hex fall (move 5, HP 10) would be 1d-2.
Good points. I'd also consider allowing a parry to represent getting your arms or legs into an advantageous position before you hit the ground. Maybe for parrying falls, allow one point of damage reduction for every point by which the parry was made. You might allow Acrobatics and Jumping skills to use the parry mechanic in this situation.
Captain Joy is offline   Reply With Quote
Reply

Tags
falling, falling damage, houserules, injury


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 02:44 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.