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06-21-2005, 10:05 AM | #1 |
Join Date: Sep 2004
Location: Torino, Italy
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Damage from falls
Don't you think that damages from falls, per B431, are too low?
They start quite high, but increase veeery slowly... Let's suppose a 10 HP man, falling on a hard surface. To get 1d of damage, the minimum fall required is 1 yard. For 2d, 3 yds For 3d, 8 yds For 4d, 15 yds For 5d, 24 yds For 6d, 35 yds For 7d, 49 yds For 8d, 65 yds Note that only falls from 35+ yards will probably totalize 20+ hits, forcing you to a HT roll to avoid death. Since the maximum velocity for a spread-eagled fall is 60 y/s, the maximum possible damage for a 10 HP man is 12d. Averaging 42 hits, you have 1 chance in 8 of surviving a fall from an airplane, if your HT is 10. If your HT is good but in the human norm (that is, 12) you have a 40% chance! I know that GURPS is a game, and that no system can provide accurate results for each and every situation... but using the rules as written, falls aren't that dangerous. I know also that people have survived incredible falls, that many attempt of suicide fail that way, that bleeding rules can worsen your condition, but this doesn't seem enough. Both in reality and in fiction, people are expected to die if they fall from the fourth floor, or into a 20-yards pit. Hi Lupo |
06-21-2005, 10:27 AM | #2 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Damage from falls
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Luke |
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06-21-2005, 11:53 AM | #3 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Damage from falls
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Anyway, in GURPS falling from a 4th floor window *MIGHT* leave you broken, but not dying. 3d damage averages to 10.5, and you can easily roll 9 or less. An average PC, even in low-powered campaigns, probably has at least 1-2 points of DR, and won't be reduced at negative HP by such a fall. Hi Lupo |
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06-21-2005, 12:30 PM | #4 | |
Join Date: May 2005
Location: Si vis pacem para bellum
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Re: Damage from falls
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You are right. One of my first impressions I took from G4 2 months ago was that the falling damage formula is over complicated but not realistic. (same problem like the hiking issue) |
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06-21-2005, 12:38 PM | #5 |
Join Date: May 2005
Location: Si vis pacem para bellum
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Re: Damage from falls
A solution could be to let the faller make a HT death rolls with modifiers, depending on height, beginning with -1 on 15yd and adding a further -1 each additional damage die, eg. -5 for 8d and 65yds)
Its still not realistic because only a mini percentage of people do survive falls from 65yds height, but its better than the default rule and easy to remember in the heat of an roleplaying action. |
06-21-2005, 01:08 PM | #6 | |
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Damage from falls
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For mondo realism, I think the entire GURPS damage system should be reworked, starting with ditching the ablative hit point model (I've done this with my own house rules). If you are not after mondo realism and just want a fun game, then the odd behavior of survivability from falls is probably not an issue. Personally, I think that most DR should not protect against falls. I've tinkered around with some rules that would correct for this (essentially, all armors have a PAD rating that protects against blunt trauma, and a FLEX rating that gives the fraction of damage that turns into blunt trauma. Wide area impacts would treat all armor as if it had a FLEX of 1 and thus only the PAD protects you). They may be too cumbersome to play, however. I also think the collision rules for movable objects are not realistic. Particularly where a collision with a movable object can cause more damage than a collision with an immovable object at the same velocity. Luke |
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06-21-2005, 01:32 PM | #7 |
Join Date: Apr 2005
Location: Orlando, FL
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Re: Damage from falls
I've made a decision long ago not to try to get into to much realism with the games. I agree that the falling damage seems a bit low, but I consider the PCs heroes with more extrodinary durability then the average person. They're the types that beat the odds and break the statistics more often then not. :)
Some times if I want more realistic statistics, I give average NPCs a few less hit points so that they die more often from falls and gun shots.
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Dungeon Master Digo "I'm going to start rolling damage dice and then I'll let you know if Saving Throws even matter." The Arbiters Conspiracy comics at its Fnordest. |
06-21-2005, 06:25 PM | #8 |
Grim Reaper
Join Date: Aug 2004
Location: Italy
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Re: Damage from falls
Ludo,
I think the falling rules are fine. If you want realism (and I want it too), you should roll for hit locations and apply bleeding rules: internal bleeding is a killer, and serious falls will cause it. How to apply the above is up to the individual GM, G4 doesn't give anymore guidelines, but clearly supports dangerous falls. Personally I'd roll a location for every full 2d of damage (minimum one location) and apply bleeding rules to torso and head wounds. PS: you can revise the Hit Location from a fall table from G3 p131 too.
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bye! -- Lut God of the Cult of Stat Normalization |
06-28-2005, 12:55 PM | #9 | ||||
Join Date: Apr 2005
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Re: Damage from falls
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With just about any injury, you're going to have some form of pain, bleeding or swelling. Any of those responses to injury indicate that your body is attempting to heal damage, which is putting some degree of strain on your immune system, endocrine system and excetory organs, as well as increasing demand for liquids and appropriate nutrients. At some point, if the damage is too great your body's attempts to heal either fail or overwhelm some part of the system and you die. In game terms, that's HP loss. That said, there is much to be said for a system which allows for crippling without loss of (many) HP (e.g., joint injuries). There is also a place for a system for wounds with delayed mortal effects (e.g., some types of burns and some types of organ failure). At least in GURPS 4e, long-term systemic failure is roughly modeled by the Mortal Wound rules. Quote:
The problem is that armor does (or tries to do) three things and GURPS only models one of those things well: First, armor prevents penetration of blows. This is the classic Newtons of force vs. mm of mild steel beloved by gun nuts. In GURPS terms, this is modeled by DR (and in GURPS 3e, PD). Second, armor distributes the force of a narrowly focused blow to a larger area. This is why large sheets of rigid armor are more effective against bullets, cuts and impaling attacks than smaller, more flexible pieces. It's also the reason why HESH munitions can defeat armor they can't fully penetrate. GURPS makes a nod towards this fact with the Blunt Trauma rules, but IMO, they're not very good. Finally, armor decelerates the blow, either by flexing, moving or by using progressively resistant padding beneath a more rigid material. This is the principle behind padded crash helmets or the loose "curtains" of mail or heavy cloth used for some types of horse trappers. As far as I know, no game system handles this aspect of armor very well. Quote:
AFAIK: Falls: Systemic damage to entire body. Multiple broken bones. Potential for massive tearing or rupturing of internal organs, resulting in both organ failure and internal bleeding. Jumps: As above, but the pattern of injury is different. As reported, injuries from jumps are more likely to affect the legs, pelvis, dominant arm and dominant side of the body. The latter two injuries result from reflexive attempts to break the fall. Pedestrian/Vehicle collisions: Injuries to the pedestrian's thighs, pelvis and abdomen, with lesser injuries to the victim's head and neck. This is due to a "one-two punch" where the vehicle impacts the victim's body and then knocks the victim over onto the hood or windshield of the vehicle. Victim is likely to be thrown by the collision, resulting in some dissipation of energy, but with a slightly greater risk of penetrating injuries and/or "road rash" (abrasive burns) from falls or sliding along the ground. In some cases, especially collisions with massive vehicles (including SUVs) the victim will fall under the vehicle, resulting in massive crushing injuries where the vehicle runs over the victim's body. In other cases, the victim will be dragged, resulting in massive abrasions. Vehicle Occupant Injuries: In front-end impacts, front seat passengers suffer injuries to their lower legs. In severe crashes, victims suffer deceleration injuries to the neck ("whiplash") and organs of the chest. Damage which penetrates to the passenger compartment is likely to affect the chest and head (especially in side-impact collisions). Unrestrained occupants are likely to suffer blunt trauma injuries due to secondary collision with structures in the interior of the vehicle (e.g., steering wheel, dashboard, windshield). In extreme cases, victims will be ejected from the vehicle. This increases the chance of a penetrating (e.g., cut or impaling) wound, but dissipates some of energy from the collision. Seatbelts slightly dissipate acceleration. Airbags do a much better job of doing the same thing. Injuries from Dropped objects: Tend to affect the head, neck, upper arms and shoulders. Unless the object is massive, it will tend to slide or bounce off the victim's body so it doesn't impart its full potential energy to the victim's body. Due to the structure of the human body, even if armor protects the head, there is still a serious risk of neck injury due to compression of the cervical spine. |
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06-28-2005, 01:58 PM | #10 | ||||||
Join Date: Nov 2004
Location: The plutonium rich regions of Washington State
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Re: Damage from falls
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Whether it actually does stand a good chance of killing you is what this thread is all about. Quote:
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BTW, I am stealing your descriptions of damage locations in case I ever get around to write it up for my own rules. Quote:
Luke |
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