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Old 05-09-2017, 06:29 PM   #48
Mark Skarr
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Default Re: Ramming Speed vs Throwing Speed with a side order of Log ST

Originally Posted by vitruvian View Post
Having it progress at +1d for every +2 LogST past 16 looks an awful lot like the Extreme Damage progression from that old Eidetic Memory column. It's still linear, though so at some point you're going to have to give up on keeping the old collision/Slam dice. Damage from throwing should not be orders of magnitude greater than damage from melee, but should be based on your Thrust dice, possibly at +1 per die if it's a really handy weight compared to your BL for throwing.
I agree, in general. I could see the range being -1/die to +1/die depending on how useful the object is for throwing.

Originally Posted by vitruvian View Post
Now, if we come up with a reasonable formula for throwing distance and Move, we could work backward from those Moves and the HP of a homogenous object of that mass, and the corresponding dice of Thrust damage, in order to derive the new collision/Slam damage formula or table.
That's part of why I liked my damage idea from a couple of pages ago, it gave high numbers, but they weren't untenable.

(Thrust damage + damage/die from speed/range table for impact speed; damage capped at HP d)

I think part of the solution would be letting homogeneous/unliving objects keep their bonus HP, but figure their slam damage from their non-modified HP. If we keep the original formula. The advantage of my system was that the HP only capped the damage, and it made sense that a homogeneous object could take/hit harder than one that wasn't.

Another option, is to go the "Growth" route.

If you have a LogST of 20-25, you must have Super Throw 1.
If you have a LogST of 26-30, you must have Super Throw 2.
If you have a LogST of +5, you mush have a Super Throw +1

It looks like my original numbers were a little off . . . we need Super Throw to come in 1/2 levels.

Last edited by Mark Skarr; 05-09-2017 at 06:38 PM. Reason: Super Throw idea, and correcting some numbers . . .
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