03-08-2017, 02:14 PM | #11 |
Wielder of Smart Pants
Join Date: Aug 2004
Location: Ventura CA
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Re: Slam and Collision Rules: Any good house rules?
Why wouldn't the bull a) use the rules for slamming with impaling weapons and b) All-Out Attack?
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03-08-2017, 02:25 PM | #12 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Slam and Collision Rules: Any good house rules?
I am just waiting to see what the new Slam rules are in the DFRPG.
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03-08-2017, 02:29 PM | #13 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Slam and Collision Rules: Any good house rules?
Quote:
I think the bull example was not used to suggest that a slam/collision is what you'd choose in order to do damage, but was used to point out again the oddity of the damage rules. |
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03-08-2017, 02:34 PM | #14 |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Slam and Collision Rules: Any good house rules?
This makes me think it might be time a fourth edition compendium... a collection of the rules that tweak the basic set rules in good ways, and collects all sorts of interesting things from the wide variety of sources into one place.
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03-08-2017, 07:02 PM | #15 |
Join Date: Sep 2004
Location: Canada
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Re: Slam and Collision Rules: Any good house rules?
We already have a 4e compendium; the Power-Ups line is where it's being published, unit by unit. Kromm's spoken about this before, in general they're having better luck selling it by "chapter" than they expect to sell a big compendium.
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03-08-2017, 07:11 PM | #16 |
Join Date: Aug 2009
Location: OK
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Re: Slam and Collision Rules: Any good house rules?
I prefer to use kinetic energy, as though the slammer was a bullet. So all you would do is figure out the kinetic energy of the slam and use the square root divided by two-and-a-half to determine the damage. What we really need here are good rules for determining what the armor divisor should be.
The slam rules give nonsensical results since they base the damage on hit points rather than the mass of the object. The default rules are pretty much just unusable for anything out of the human scale. Someone in the IRC chat had come up with a formula to do relativistic damage (which GURPS just ignores) a few years ago. That should be easy enough to recreate. Otherwise you end up with problems when your speedster or spaceship slams into things at relativistic speeds. This comes up fairly often in my games.
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03-08-2017, 07:25 PM | #17 | ||
Join Date: Apr 2016
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Re: Slam and Collision Rules: Any good house rules?
Quote:
The way I was reading the damage is based only on the HP and velocity of the attacking character. It does work better if you calculate damage for both because the Slam attacker would usually have more velocity. My primary concern was that a small 5hp character had a pretty good chance of knocking the larger slam attacker off it's feet. It also transfers better into the knockdown rules. Thanks. Quote:
In order to distinguish between kinetic attacks (bullets) and Slam attack it would be good to determine the difference. There should be some point at which the difference in SM, Velocity, and HP mean the slam is no longer applicable. |
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03-08-2017, 11:48 PM | #18 | |
Join Date: Sep 2011
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Re: Slam and Collision Rules: Any good house rules?
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Consider the case of your moving tank or block of carbon steel in a zero-gravity situation. If you can’t get out of the way 41d of damage seems perfectly appropriate as it crushes you slowly against the wall, the wall being a bit less yielding than you are. Collisions with massive (high HP) objects usually don’t do that much damage because people get out of the way. |
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03-09-2017, 02:35 AM | #19 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Slam and Collision Rules: Any good house rules?
Realistically, collision with a massive object will never be worse than collision with a wall at the same closing velocity, unless you are being pinched between two objects. There isn't really a significant difference, for a human, between being struck by a 1 ton car car moving at 1 m/s and a 10,000 ton freighter -- unless you've got a wall behind you, in which case the first is bad and the second probably leaves an unrecognizable smear.
In a simple inelastic collision between a 70 kg human and a 1,000 kg car, when the car is moving at 1 m/s, before collision the total kinetic energy of the system is 500J; after the collision both are moving at 0.935m/s and their total kinetic energy is 467J, so 33J has been converted into other forms of energy, such as damage to human and car. In a collision between a 70 kg and a 10 kT freighter, with the freighter moving at 1m/s, before collision the total kinetic energy of the system is 5 MJ. After the collision, both are moving at 0.999993m/s and the total energy is 4,999,965J, so 35J has been converted into other forms of energy, such as damage to human and freighter. This isn't quite no difference, but it's not likely to be distinguishable on the scale of GURPS damage. |
03-09-2017, 06:22 AM | #20 | |
Join Date: Jun 2007
Location: Southern New Hampshire
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Re: Slam and Collision Rules: Any good house rules?
Quote:
But with a car at a walking pace, the damage from the initial bump shouldn't be huge. If the car manages to knock you down and start rolling over you... then yeah... more damage, but that's not from the slam. |
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Tags |
collision, collision damage, slam |
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