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#11 | |
Join Date: Sep 2018
Location: North Texas
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Personally, I don't think real-world physics models are very useful in creating RPG rules. They can inform design choices, but they shouldn't be applied literally. The gameplay feel is more important than the formula IMO.
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“No matter how subtle the wizard, a knife between the shoulder blades will seriously cramp his style.” -Vladimir Taltos |
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#12 | |
Join Date: Jan 2018
Location: Sydney, Australia
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The world high jump record is almost 2.5 metres, the centre of mass probably only rises about 1.2 metres, the ability to jump up levels would be somewhere in-between. The box jump record, which probably approximates better than these others what we might mean by jumping up a level in TFT, is almost 1.5 metres. The long jump record is almost 9 metres and includes a little poking your feet out the front that might be unrealistic, I'm not sure. But that's not apples to apples because it's a jump with runup compared with a standing jump. The standing long jump record is only 3.7 metres. There are some interesting tables in https://www.brunel.ac.uk/~spstnpl/Pu...Linthorne).pdf I thought I understood this better when I started typing than I do now. Last edited by David Bofinger; 09-22-2023 at 07:45 AM. Reason: more info |
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#13 | |
Join Date: Jun 2018
Location: Durham, NC
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The box jump record is also useful. Either way, it depends on how the OP intends to use it. I think you gave him the info here for him to figure out the rest as he needs it. |
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#14 | |
Join Date: Oct 2015
Location: New England
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Last edited by Shostak; 09-22-2023 at 10:20 AM. Reason: punctuation |
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#16 |
Join Date: Sep 2023
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Oh, my!!!! Math is now in session. Let me pull out my sliderule!
I agree with the basis of HCobb's math even though I don't remember my high school and college physics class formulae. I do remember that 45 degrees with an initial velocity does yield the maximum potential distance. And that rotating the angle to 90 degrees will determine maximum height. I do wish to point out that examples being used are top notch athletes trained for these feats of long and high jumps. Also, they are unladen by the boots, pants, belt, weapons, and other things carried by a character. But this is a fantasy game - it's magic! The characters don't have perfect running pitches and don't have time to make the perfect steps into the jumps (long or high). So with that... Using reality and trying to mesh in the rules, what comes out to a workable game rule? The rules did use a progressive number of dice againt (ST+DX) in order to suceed for the distance attempted. Failure means falling short somewhere along the path. Same should be extrapolated for high jump, and a bit extra for the character's height and reach, yes? |
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#17 |
Join Date: Jun 2018
Location: Durham, NC
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And let's not forget that jumping vertically will be more affected by how encumbered the character is. Running across you have more momentum with that extra weight then you do going up. Maybe for simplicity just go with MA.
I am going to assume you are trying to figure how far someone has to jump to grab a ledge. There are other reasons to want to know how far up someone can go, but that is the one that seems to make the most sense to me. A big part of "how high can they reach with a jump" is going to be how tall are they and how long are their arm reach? Average vertical jump is 12 to 20 inches. This fits nicely with it being MA * 2 in inches. Elves and runners in no armor going beyond the top average is good as there should be some outliers when using averages. Now you just need a table of height & reach by race are you are all set. |
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#18 | |
Join Date: Jan 2018
Location: Sydney, Australia
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Usain Bolt also only steps in every second hex. His hundred metres record consisted of 41 steps, most of which were jumps over one intervening hex. |
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