11-14-2022, 11:01 AM | #71 |
Join Date: Aug 2007
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Re: Reverse Missiles / not an "attack"
Uh uh. Beyond 1/2 Max. That's not necessarily the same as 1/2D range.
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Fred Brackin |
11-14-2022, 11:15 AM | #72 |
Join Date: Jun 2013
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Re: Reverse Missiles / not an "attack"
Sure, but determining the kinetic energy requires diving into "The Deadly Spring." Now, you can get a fairly rough idea just by taking the RAW damage and applying the cinematic scale from that article in reverse to determine KE, then apply your equation (with the default 0.1 lb arrows GURPS assumes; I don't think your M value would be necessary, here) to figure out velocity, but I'm not sure it would really be worth the work. Much as Tactical Shooting basically just goes with, IIRC, Move 300 for handgun bullets and Move 600 for rifle bullets, just using the same velocity for all arrows may be the easiest way to handle things.
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GURPS Overhaul |
11-14-2022, 01:12 PM | #73 | |
Join Date: Aug 2004
Location: Pioneer Valley
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Re: Reverse Missiles / not an "attack"
Quote:
The unfortunate problem is that you can't include every spell, and you can't put enough info into every spell to satisfy everyone, and you sure can't write any spell to make it idiot- or argument-proof. At some point, we just need to rely on our judgment as GMs to make rulings that make sense to us. If the subject came up in my own campaign, I'd do exactly that. The only reason I started this thread was to find out if there was an official answer I could take back to that Reddit topic, but I'd be entirely comfortable with doing things my own way regardless.
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My gaming blog: Apotheosis of the Invisible City "Call me old-fashioned, but after you're dead, I don't think you should be entitled to a Dodge any more." - my wife It's not that I don't understand what you're saying. It's that I disagree with what you're saying. |
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11-14-2022, 02:58 PM | #74 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Reverse Missiles / not an "attack"
Quote:
The Deadly Spring suffers from "too much math for a simple approximation, too little math to actually get it right". |
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11-14-2022, 04:35 PM | #75 | |
Join Date: Jun 2013
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Re: Reverse Missiles / not an "attack"
Quote:
Just for the heck of it, however, here's what the velocity values look like, using my prior suggestion (determine KE assuming the damage of each bow is on the cinematic scale in "The Deadly Spring," assume 0.1 lb arrows - the GURPS default - and work out velocity from there). This looks at everything from an ST 7/8 shortbow to an ST 29/30 reflex bow; note the damage value is before accounting for things like Fine arrows. Code:
Damage Vel (yd/s) 1d-3 13 1d-2 21 1d-1 32 1d 45 1d+1 57 1d+2 70 2d-1 76 1d+3 83 2d 89 1d+4 95 2d+1 102 1d+5 108 2d+2 114 3d-1 121 2d+3 127 3d 133 2d+4 140 3d+1 146 2d+5 152 3d+2 159 3d+3 172
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GURPS Overhaul Last edited by Varyon; 11-14-2022 at 05:11 PM. |
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11-14-2022, 08:25 PM | #76 |
Join Date: Aug 2007
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Re: Reverse Missiles / not an "attack"
It won't match real world bows because archers use heavier arrows for stronger bows.
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Fred Brackin |
11-14-2022, 08:30 PM | #77 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Reverse Missiles / not an "attack"
Real-world answer: arrow velocity will be 50-70 yards per second; the more powerful bow is just heavier and has a heavier arrow. The max speeds shown there are pretty much impossible even with a modern bow, let alone an ancient bow.
Last edited by Anthony; 11-14-2022 at 08:33 PM. |
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