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Old 12-04-2011, 11:01 AM   #21
lwcamp
 
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Default Re: Making injury multipliers based on SM.

Quote:
Originally Posted by Apache View Post
Say what?

I've never heard of anybody hunting elephants with bows.
Here's an example
http://www.telegraph.co.uk/earth/wil...and-arrow.html .

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Old 12-04-2011, 12:15 PM   #22
Ulzgoroth
 
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Default Re: Making injury multipliers based on SM.

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Originally Posted by DouglasCole View Post
I did/proposed something like this for bullets, and it actually worked out fairly well.
Indeed, I think that ought to actually appear in the thread, and I've got it bookmarked, so...

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Originally Posted by DouglasCole View Post
Possibly...I think when I originally posted it I made an error in the transcription. The spreadsheet I have has the 12G shot as 0.3 against SM+0 targets, so I think I wound up using effectively a 2 offset.

My excel formula is:

10^((Bullet SM + Energy Density Modifier - Size Modifier - Injury Tolerance Modifier+14)/6)

Bullet Size Mod = size mod of the projectile's striking surface

Energy Density Modifier = 1.8*log(energy density in J/grain) - 1.2

Target Size Mod: self-defined

Injury Tolerance Mod = -2 for Unliving; -3 for Homogeneous; these do NOT stack as I said earlier. I was wrong.

One thing...David Pulver and I have been discussing this a lot off-list, and it's possible, rather than abstract and maybe unavailable calculations of energy density, to just use a modifier based on the log of the energy-based damage. Looking up the damage on the Size Mod (Linear Scale) table produces functionally the same results (might have to offset something somewhere) as energy density in terms of spread, and doesn't drive evil stats you might not have.
for the 18lb cannon
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Old 12-04-2011, 12:31 PM   #23
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Bruno View Post
Absolutely valid in DF. In fact possibly the most valuable feature. It also is one of those small situational advantages - some things are unfazeable, other things are too stupid to faze, and intimidating things mid combat takes time or a -5 skill penalty
Is this ruling integral to DF? Where can I find it in the books?
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Old 12-04-2011, 02:02 PM   #24
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Anthony View Post
As for killing elephants with compound bows, cite? Like many wild animals, only a brain shot will really drop one on a short timescale.
I did say "similar wait times", a few hours. You can google search "elephant bow hunting" if you'd like. One shot into the lungs is pretty effective and the lungs are a big target.

What's the citation for putting hundreds of bullets through an elephant without killing it?
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Old 12-04-2011, 04:55 PM   #25
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Athanbeli View Post
Is this ruling integral to DF? Where can I find it in the books?
My bad, it's at base skill, not at -5 - see DF2 page 12.

Although it probably should be - taking only a second to actively drive off someone who's in the middle of stabbing you seems like you'd have to be very good at it. Now, doing it right before the murdering actually starts? Sure no penalty at all. Possibly even no haste penalty if you're not actively being murdered, even if fighting's going on around you.

But, whatever :)
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Old 12-04-2011, 07:33 PM   #26
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Default Re: Making injury multipliers based on SM.

I think the idea is pretty good, but I don't think it should apply to Crushing or explosions.

Also, I think cutting attacks become a bit problematic, especially with high damage. Should my sword deals less cutting against someones leg just because it's a big leg?'


I understand the reason for making it for bullets Piercing damage which is already based on size. But not so much for anything else. Also how about Innate Attacks costs for piercing damage types?

---

That said I agree that it would be nice with some modifier to mak e big monsters last longer against firearms.
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Old 12-04-2011, 07:40 PM   #27
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Flyndaran View Post
Stepping over things, reaching higher to help climbing
Significant penalties to squeezing through small spaces basically negates this. If vehicles or riding animals are in play, the increased weight is enough to be a net drawback.
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Originally Posted by Flyndaran View Post
access to greater strength and hit points
Without house rules, this isn't true.
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Originally Posted by Flyndaran View Post
intimidation bonus
I'll take a stealth bonus over an intimidation bonus any day.
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Originally Posted by Flyndaran View Post
help with bulk penalties, grappling bonuses, etc.
Dramatically outweight by the gear weight modifiers for size.
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Old 12-04-2011, 07:43 PM   #28
Anthony
 
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Default Re: Making injury multipliers based on SM.

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Originally Posted by lexington View Post
What's the citation for putting hundreds of bullets through an elephant without killing it?
There's a lot of difference between 'killing it now' and 'killing it eventually'. Emptying an AR clip into an elephant is extremely likely to kill it eventually, but it may not stop it from running around quite a lot first.
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Old 12-04-2011, 08:08 PM   #29
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Maz View Post
I think the idea is pretty good, but I don't think it should apply to Crushing or explosions.
I intend to let large area injury and explosions alone. Those don't have any definite size. But yes, I think crushing attacks should be effected. Peircing attacks are basically tiny crushing attacks already.

Quote:
Originally Posted by Maz
Also, I think cutting attacks become a bit problematic, especially with high damage. Should my sword deals less cutting against someones leg just because it's a big leg?'
You do the same DAMAGE, but because it's a big leg, it does far less INJURY. A cut with a razor blade could very well maim or kill a mouse, but not even count as a point of injury to me.

Quote:
Originally Posted by Psychotime
Based on your table, if Lou Ferrigno got in a fist fight with Robert Wadlow, Lou would only be doing half damage. I don't buy that.
I could see it being stretched out a bit. Maybe make SM -1, 0, +1 into x1.0 modifier.

While I love DouglasCole's work, he is so far past me on guns and ballistics that I don't think I could use his stuff without screwing it up.

Last edited by Tyneras; 12-04-2011 at 08:13 PM.
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Old 12-04-2011, 08:12 PM   #30
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Default Re: Making injury multipliers based on SM.

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Originally Posted by Flyndaran View Post
Stepping over things, reaching higher to help climbing, access to greater strength and hit points, intimidation bonus, help with bulk penalties, grappling bonuses, etc.
A ST 50 mouse can lift one wheel of your car a couple of inches off the the ground. A ST 50 giant can pick your entire car up and put it somewhere else.
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