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Thread Tools | Display Modes |
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#1 |
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Join Date: Aug 2018
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#2 |
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Join Date: Feb 2005
Location: Berkeley, CA
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It might retain enough energy, but it won't retain enough accuracy. After the first impact, it's on a tumbling non-aerodynamic trajectory in a mostly random direction, and there's not really much skill can do about it. Replace the boomerang with a hard rubber ball and it would maybe be possible.
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#3 | ||||
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Join Date: Aug 2018
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Quote:
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As far as "not much force", Batman probably throws it super-hard compared to us, so he'd have more left over. A bigger question might be "does the burglar drop his gun so easily that the gun doesn't provide enough resistance to bounce off". You'd need to predict the firmness of the grip to figure the bouncing angle since how the gun shifts in response to getting hit can alter that angle of ricochet. Quote:
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I might have a gadget that is "requires IQ roll, hard to use -12" that's largely unusable by average people who aren't geniuses like my char... but there isn't really any 'requires ST roll' limitation like for other attributes. Also something like "required disadvantage" for his Code of Honor? |
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#4 |
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Join Date: Nov 2004
Location: Sydney, Australia
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Plane - the question posed was "realistic". The answer is "no".
__________________
Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." |
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#5 |
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Join Date: Oct 2007
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A realistic game would not have a character with 30+ skill.
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#6 |
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Join Date: Feb 2005
Location: Berkeley, CA
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Target motion in the time between throw and impact is sufficient to render it random, and skill cannot compensate for that. Also, there isn't any solution where the batarang keeps spinning in a normal way after the first impact.
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#7 | |
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Join Date: Nov 2004
Location: Sydney, Australia
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Bear in mind they are rotating and aligned mostly parallel to the ground and rely on that to generate lift. If you interfere with that (by hitting something) it tends to randomly.go somewhere very close with not much force and fall to the ground. Particularly if it strikes against the rotation. It's not that it won't bounce, it's that it is not controllable or predictable, and usually doesn't have much energy left. A deliberate ricochet would be very, very hard because of the rotation - you can't know which part of the boomerang will hit first.
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Farmer Mortal Wombat "But if the while I think on thee, dear friend All losses are restored and sorrows end." Last edited by Farmer; 02-11-2022 at 08:22 PM. |
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#8 |
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Join Date: May 2005
Location: Oz
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He might not be, but I will. It’s not a matter of “kinetic force”, its a matter of rotation. A flying boomerang is a rotating wing, and there is no way for it to maintain the necessary speed or plane of rotation through a collision. After it hits something a boomerang is a tumbling stick.
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Decay is inherent in all composite things. Nod head. Get treat. |
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#9 |
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Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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. . . you'll fail to match many of his tricks. He clearly talked his original GM into a really nice limitation value for "not obviously superpowered" and sticks to the letter of the wording, but has worked on his image to the point where people believe he can do all sorts of things. See "I'm Batman, and I can breathe in space!"
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The Path of Cunning. Indexes: DFRPG Characters, Advantage of the Week, Disadvantage of the Week, Skill of the Week, Techniques. Last edited by johndallman; 02-08-2022 at 04:39 AM. |
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| Tags |
| batman, boomerang, optional rule, ricochet, throwing art |
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