Re: Medieval Horse Types and Traits
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Let a computer track the weight and mobility differences down to 1/100th of BL; I'm not going to do it in IRC or at the table. |
Re: Medieval Horse Types and Traits
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To give an example with human performance, let's say we have a bicyclist with a combined mass (including cycle) of 80 kg, and he can bicycle up a 5% grade at 5 m/s (this is about 200W). Let's say a second bicyclist is twice as strong (and also has twice the cardio output) but has the same weight. He will manage about 10m/s up that same grade. Now, add a 20 kg load to each of them. The first one will slow down to 4m/s, the second will slow down to 8m/s. Once we start talking about walking, running, etc, it becomes grossly more complicated, mostly because of people being unable to fully take advantage of their strength and thus moving slower than they technically could. |
Re: Medieval Horse Types and Traits
I really wish mass wasn't a zero point NEVER a (dis)advantageous feature in Gurps. It disallows such interesting aspects of real world physics.
I wonder how we could house rule it into things. |
Re: Medieval Horse Types and Traits
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Re: Medieval Horse Types and Traits
Icelander, this is great!
The only thing I'd want further would be a table which shows what the typical range is in each class, which is a quibble I have about GURPS templates in general. I.e., these seem to be specific examples within a class, but then it takes some deduction to determine how much to vary each piece or not for other examples of the same class. You give good descriptions though, so it's relatively easy. The costs look good to me, but it's been a long time since I analysed any horse costs. Quote:
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