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10-05-2019, 10:40 PM | #1 |
Join Date: Feb 2016
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Balancing HP
One of the assumptions concerning HP is that it relates to the weight of an object (+/- 30%). In the case of living objects, HP averages 2 × (cube root of weight). In the case of Unliving objects, HP averages 4 × (cube root of weight). In the case of Homogenous or Diffuse objects, HP averages 8 × (cube root of weight).
For example, let us take a 125 lbs object. A living object would have HP 10, a Unliving object HP 20, and a Homogenous or Diffuse object HP 40. This suggests that many characters may be too heavy for their HP. I would suggest that following rules changes that would reflect changes brought by Unliving, Homogenous, and Diffuse. First, characters with Unliving must have HP within 4 × (cube root of weight) +/-30%. Second, characters with Homogenous or Diffuse must have HP within 8 × (cube root of weight) +/- 30%. What do you think? |
10-06-2019, 09:39 AM | #2 | |
Join Date: Sep 2011
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Re: Balancing HP
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Your formulas, reversed to give weight based on HP would require an unliving character to weigh of (HP/4)^3 lbs. +120%/-35% and Homogenous or Diffuse characters to weigh (HP/8)^3 lbs. +120%/-35%. Note: ^3 is equivalent to cubed. |
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10-06-2019, 09:51 AM | #3 |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Balancing HP
Let's see. For HP 10, the formula gives a predicted weight of 15.6 lbs. for Unliving, and a range from 10.2 to 34.3. For HP 11, the predicted weight is 20.8, and the range is from 13.6 to 45.7. For HP 12, it's 27, and 17.6-59.4. That seems like a lot of overlap.
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Bill Stoddard I don't think we're in Oz any more. |
10-06-2019, 10:36 AM | #4 | |
Join Date: Aug 2007
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Re: Balancing HP
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For example, consider an aveage man turned into a zombie (a "real" Undead one rather than the diseased but actually still living types). Do his HP double and thus make his arms twice as hard to hack off? If he's an old zombie they should probably be easier to hack off as the flesh decays and the bones grow brittle. Even the rather ad-hoc IT:Unliving might be double-dipping compared to the unarguable effects of IT:No Vitals, No Blood and what is (almost but not quite) No Neck. Zombies should be immune to Choke Hold (either blood or breath type) and a Neck Snap would be mostly a humerous effect. You can decapitate one but it doesn't always stop the shambling. Certainly bullets and arrows aren't good ways to stop a zombie but they aren't that good on living beings in terms of immediate effects without vitals hits and if you can't wait for them to bleed out.... So no, becoming heavier or having their hP doubled or whatever are not really on target ways of dealing with _characters_ with unrealistic abilities.
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Fred Brackin |
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10-06-2019, 10:55 AM | #5 |
Join Date: Feb 2016
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Re: Balancing HP
A human becoming a zombie does not become heavier, but they should be tougher beyond the bonus provided by Unliving because they are the same weight. In the case of a zombie though, a doubling of HP would be balanced by Fragile (Unnatural).
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10-06-2019, 11:16 AM | #6 |
Banned
Join Date: Aug 2004
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Re: Balancing HP
Unliving, Homogeneous and Diffuse should be taking some of their HP with Massless +0%.
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10-06-2019, 11:27 AM | #7 |
Join Date: Feb 2016
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Re: Balancing HP
Why? It is their mass that provides their HP. Unliving objects have twice as much HP per weight as normal objects while Homogeneous and Diffuse objects have four times as much HP per weight as normal objects.
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