Steve Jackson Games - Site Navigation
Home General Info Follow Us Search Illuminator Store Forums What's New Other Games Ogre GURPS Munchkin Our Games: Home

Go Back   Steve Jackson Games Forums > Roleplaying > GURPS

 
 
Thread Tools Display Modes
Prev Previous Post   Next Post Next
Old 01-31-2017, 01:49 PM   #2
Anthony
 
Join Date: Feb 2005
Location: Berkeley, CA
Default Re: [RPM] Potential Energy

The fundamental problem is that damage and weight are on completely different scales. Plausibly speaking, 'transform' and 'destroy' should be the same magnitude of effect, which means if we leave the weight table alone, we should actually have a damage table sort of like this
Code:
Energy  Weight      Damage
-2      1 lb        1d
-1      3 lbs       1d+2
0       10 lbs.     2d
+1`     30 lbs.     3d
+2      100 lbs.    4d+2
+3      300 lbs.    7d
+4      1,000 lbs.  10d
+5      3,000 lbs.  15d
+6      5 tons      20d
+7      15 tons     30d
+8      50 tons     45d
+9      150 tons    70d
+10     500 tons    100d
Separately from that, your 100 kJ figure is seriously high. My numbers mean that a 1 lb unliving object (4 hp) needs to be moving at 25 yards per second for the correct damage. That's an energy of 118J (not kJ).
__________________
My GURPS site and Blog.
Anthony is offline   Reply With Quote
 

Tags
ritual path magic, rpm


Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Fnords are Off
[IMG] code is Off
HTML code is Off

Forum Jump


All times are GMT -6. The time now is 06:09 AM.


Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.