01-13-2012, 01:29 PM | #31 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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It's also of note that for the longer leaps, the turtle has a good chance of inflicting a Major Wound on itself with a Slam even through shell DR. Average for 7d+7 comes to 31-32 HP, -12 for max DR comes to 19-20 HP of damage. Even for the shorter Slams, the FP cost is almost irrelevant - it'll knock itself out long before it fatigues itself too much. Or is there an unspoken genre convention that Slams only do damage to the target in DF that I'm unaware of? Last edited by vitruvian; 02-10-2012 at 01:21 PM. |
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01-13-2012, 02:24 PM | #32 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Have I Got Jumping Velocity Right?
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How I've been doing them is I do damage to you based on our net velocity x my HP, and you do damage to me based on our net velocity x your HP. So If a big turtle jumps into you for 7d+7 at a velocity of 8, and you've got 22 HP (say you're a barbarian with base HP), you do (22 x 8)/100 = 1.76 rounds to 2d. So you take 7d+7 and the turtle takes 2d. AFAIK that's what "you and your foe each inflict dice of crushing damage on the other equal to (HP x velocity)/100" means. You each do that, not you do your damage to yourself and your target.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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01-13-2012, 02:42 PM | #33 | |
Join Date: Aug 2004
Location: Dobbstown Sane Asylum
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Re: Have I Got Jumping Velocity Right?
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So the turtle has Super Jump, which works normally (modified using the simpler DF2 rules, of course), but when it slams it uses the damage stated there. Its slams involve it jumping more quickly. What specific traits allow that? <shrug> Don't know, don't care. It's not a character. It's a monster. Matt is well within his right to simply assign certain abilities, damage, etc., to any monster he creates, without justifying it via specific traits. I did the same thing with many of the monsters in MH3, for example. GURPS Rule #17: Just because you can stat out everything, doesn't mean you have to stat out everything.
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01-13-2012, 02:48 PM | #34 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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Just need to make sure they don't jump at anybody standing near a stone wall, who dodge and cause the turtles to splat against the wall.... since that would be double damage. |
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01-13-2012, 02:50 PM | #35 | |
Join Date: Aug 2004
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Re: Have I Got Jumping Velocity Right?
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01-13-2012, 02:56 PM | #36 | |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Have I Got Jumping Velocity Right?
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It's much worse for smaller folks, who probably won't hurt the turtle in the process. Now I'm really sorry my players didn't wander into those guys during the playtest run . . .
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
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01-13-2012, 02:58 PM | #37 | ||||
Join Date: Nov 2008
Location: Yukon, OK
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Re: Have I Got Jumping Velocity Right?
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Which I am cool with and is something that makes sense for the book. A footnote would have been nice but I don't expect them every time. Quote:
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However it is GURPS so I think it was a reasonable expectation that many of us were going to dissect it and adapt various bits of that or any work for other uses and games. So a note4 in the Designers notes, if we have them would solve the mystery. Or a note in the write up. Since using the stat block I would be pulling out the relevant sections of basic to determine how fast they moved (even if not checking the damage math) it would have been a fair addition. Something like "jumps full distance in 1 turn using AoA (Strong)" would have been short and told a GM all he needed to know. In this case how fast they are so he doesn't have to look it up (I guess it assumed most would think jump was 1 turn so wouldn't bother) and that their using AoA so no active defenses. However hindsight is 20/20 and apparently it never came up in play test so assuming no one would ask or try to figure it out was a reasonable assumption. Another thing is the damage from doing a slam was apparently not worried about in play test, though why I have no idea. Critter starts the fight off doing major damage to itself (or not depending on the ruling) would be a big deal in a fight. |
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01-13-2012, 02:58 PM | #38 |
Fightin' Round the World
Join Date: Aug 2004
Location: New Jersey
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Re: Have I Got Jumping Velocity Right?
I'd go with the latter, because it's simpler, and DF is most fun when it's fast, IME. If you start splitting hairs between "combat jump speed" and "non-combat jump speed" you are adding complexity for no utility.
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Peter V. Dell'Orto aka Toadkiller_Dog or TKD My Author Page My S&C Blog My Dungeon Fantasy Game Blog "You fall onto five death checks." - Andy Dokachev |
01-13-2012, 03:03 PM | #39 |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Have I Got Jumping Velocity Right?
I would do that also. They just jump whats listed and your done.
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01-13-2012, 03:08 PM | #40 | |
Join Date: Nov 2008
Location: Yukon, OK
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Re: Have I Got Jumping Velocity Right?
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Another way to read it would be total HP but I decided no on that one. I like you way better and wish it was written up in the FAQ or errata somewhere. Since RPK and Kromm are looking at this thread, could we have a ruling how its supposed to be? Pretty please? |
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jump, slam |
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