| Post/Author/DateTime | Post |
|---|---|
| #1GNappoApr 15, 2015 9:06:22 | Hi there!
2) In the case that I hurl the object directly against an enemy, how should I calculate the damages?
Thank you |
| #2melloredApr 15, 2015 9:25:58 | 1: You falling 10' onto the ground is physically identical to having the planet fall 10' on you. So 1d6/10' works just fine.
2: Figure out how much damage a 1000lb object would deal if someone gently placed it on you. Then add 1d6/10' that. |
| #3Tempest_StormwindApr 15, 2015 10:38:22 | I'd also be very, very cautious about designing these rules on your own.
3e, for instance, tried this with Complete Warrior's improvised weapon rules based on weight, which makes perfect sense for improvised weapons in a bar fight or what happens when an ogre tips a wagon over on you. Those are the same rules that broke a quadrillion d6 damage with the Hulking Hurler. |
| #4HamsterkillApr 15, 2015 11:05:14 |
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| #5melloredApr 15, 2015 11:10:21 |
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| #6HamsterkillApr 15, 2015 11:30:58 |
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| #7melloredApr 15, 2015 11:35:30 |
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| #8HamsterkillApr 15, 2015 11:44:40 |
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| #9Rya.ReisenderApr 15, 2015 12:33:15 | I'd also go by 1d6 damage per 10ft rule for any heavier object that actually can hurt (not a feather), simply out of the reason that it will do similar damage than if you lifted the creature itself with the spell and anything else would probably be unbalanced.
Alternatively: Make the creature do a strength saving throw with DC depending on the weight of falling object and adjust damage depending on how badly the character failed. |
| #10curiousdragonApr 15, 2015 16:06:15 | kinetic energy (damage) = mv²
figure it out |
| #11Macv12Apr 15, 2015 17:29:44 | If you really think it's important...suggestion?
Base = 1d6 per 10ft fallen. Slide decimal place left, add "d6."
+1d6 per 100lbs (100=+1d6, 200=+2d6, etc). So take the weight of the thing, slide the decimal place left twice, slap "d6" at the end. Do nothing if less than 100lb. Add result to the above value. (If object is over 100lbs and falls less than 10ft, still add d6's this way.)
So, say you have a 100lb weight falling 100ft.
100ft / 10 = 10d6 dmg 100lb / 100 = 1d6 extra 10 + 1 = 11d6 dmg
Average 39 dmg, or slightly more lethal than skydiving 100ft. Drop a grizzly bear on someone, you're looking at 20d6 or so. Definitely lethal to a lvl1, eventually survivable. Fall damage is already wacky, but at least you've accounted for weight, if you thought it was important. If you're looking at weaponized telekinesis and such, just the base falling rules seem fine for balancing purposes. If dropping rocks on people always does scads more damage than any other option, you'll just see players tripping over themselves to throw rocks at every baddie they see. |
| #12GNappoApr 16, 2015 0:54:46 | Thank you for your answers!
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| #13Captain_KoboldApr 17, 2015 10:35:17 | Given that the object is moving at walking pace, cannot control its descent, and only attacks from directly above, a dex saving throw for no damage is probably fair. I'm not sure what system I'd use to hit. Either some sort of Intelligence check to try to work out from the angles whether the object is actually directly above the target or not. Or just treat it as a 5ft vertical cylinder AoE attack, but that doesn't really represent the realism of physics that you are trying to introduce.
To be frank, best bet might just be to look at the damage of boulders thrown by Giants, and knock an bit off the to hit and damage due to not being able to aim, and the fact that they are just being dropped, not thrown. |