10-26-2010, 03:52 PM | #21 | |
Join Date: Oct 2010
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Re: Flying pillow monster paradox.
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B371: "If your damage roll equals or exceeds that of your foe, he must make a DX roll or fall down. You knock him down automatically if you roll twice his damage or more. If he rolls twice your damage or more, though, you fall down instead!" With a myHP*2*v/100 dice damage limit to myself it would be quite hard for an enemy to knock me down, even if he was a huge mammoth, and I was a little child. And it would be even harder, if I know sumo at DX+2. At average I will do myHp*v/100*5.5 damage (including sumo bonus), and recieve myHP*v/100*3.5*2 damage (twice my normal slam damage). If I roll 3 dices for damage, for example, his chance of knocking me down is ~5.69%, no matter how strong and heavy he is. I'm pretty sure that heavy tank, moving at 15 y/s (~49 km/h), is able to knock down a 10-hp sumo wrestler with slightly better chance, than 5.69%... So I think that knockdown rules sould also be corrected somehow. update: some more calculations (with 2*HP*v/100 dice damage limitation limit): Chances of being knocked down by huge enemy without sumo (n dices means "I roll n dices, my enemy rolls 2*n dices, because he is huge"): 1 die of damage: ~54.1% 2 dices of damage: ~53.2% 3 dices of damage: ~52.7% 4 dices of damage: ~52.3% 5 dices of damage: ~52.1% When I know sumo at DX+1: 1 die of damage: ~37.5% 2 dices of damage: ~28.4% 3 dices of damage: ~22.9% 4 dices of damage: ~18.8% 5 dices of damage: ~15.8% When I know sumo at DX+2: 1 die of damage: ~22.2% 2 dices of damage: ~10.7% 3 dices of damage: ~5.7% 4 dices of damage: ~3.1% 5 dices of damage: ~1.8% Sumo rocks. Last edited by Reikon; 10-26-2010 at 04:18 PM. Reason: Some more calculations. |
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10-26-2010, 04:18 PM | #22 | |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Flying pillow monster paradox.
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10-26-2010, 05:20 PM | #23 | |
Join Date: Sep 2004
Location: Torino, Italy
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Re: Flying pillow monster paradox.
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My advice would be to throw them away, and declare that collisions deal thrusting damage, plus the sumo bonus. If you really want to take speed into account, you could apply the Speed/Range modifier as a damage bonus to slams. E.g. a speed of 5 y/s gives +2, 7 y/s gives +3, 10 gives +4 and so on...
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Tags |
damage, paradox, slam |
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