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Old 07-13-2009, 04:04 PM   #11
SuedodeuS
 
Join Date: Sep 2008
Default Re: Slam rules

Quote:
Originally Posted by Phoenix_Dragon View Post
I kinda like the idea of tying stop-thrust into it too, but that also seems pretty broken in other ways. Stop-thrust is still reliant on the attacker's strength to hold and drive the attack in. If a really big creature (Like an elephant or tyrannosaurus) charges a spearman, realisticly the spearman is going to do some (Likely small, relatively speaking) damage to it before they just can't keep driving it in, possibly even losing the spear if they try. Basing it off slam damage, though, would likely reduce the charger to making conciousness checks, if not death checks, from a single hit. I don't think anyone could hold onto a spear against that much force...
Good point. The issue at hand here is probably knockback. So, what if we cap the slam damage at thr+KbT, where KbT is Knockback Threshold (the amount of damage necessary for the character to be knocked back)? So, a character with ST/HP of 12 would do a maximum of thr+10 damage against a slamming enemy, after which point the character would be knocked back. This is still rather high on the damage end, so it might be appropriate to cap it further back. There's also considerations of getting more/less damage depending on if the character can keep hold of the weapon. Maybe I should start another thread to discuss the concept?

Quote:
Originally Posted by vitruvian View Post
Given that a Move 5-10 human can actually cover that full distance in the first turn they're moving, just not get the 1 yard sprint bonus, most of the acceleration must be taking place in the first couple yards and the first fraction of the 1-second turn; otherwise, your first turn's movement would always be penalized by some amount, even if you were just taking the Move maneuver.

In other words, if my top speed is 5 yards/second, 6 yards/second if I'm sprinting for a full second, and I actually cover a full 5 yards in my first second, that tells me that the first 5 yards/second of acceleration is darn near instantaneous. If it were 5 yards/second squared, over the course of the full second, then I would only cover 2.5 yards.
Tactical movement is a gameable abstraction. The velocity associated is likewise a gameable abstraction. Accurately calculating acceleration may be simply too complicated for game purposes. "Velocity is equal to distance moved" is much easier than "Velocity is f(x,y), where x is Move and y is distance moved." Of course, if anyone knows a good reliable function for f(x,y), it would be useful.
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