From: | Damion Milliken <u9467882@***.EDU.AU> |
---|---|
Subject: | Re: Throwing Bullets |
Date: | Sat, 5 Nov 1994 02:10:46 +1100 |
> Two, I will admit that the idea of throwing with the highly augmented
> has merit. However, remember that the strength of the person
> controls the amount of damage. Speed doesn't seem to enter into the
> equasion--I'm not sure why. Damian? (correction--it does control
> how often someone can throw the object in question.)
Is that a prompt for me to make a comment? Or is it something else or
someone else? Ah well, not to worry, I was gunna say something anyhow, so it
doesn't matter. JDs idea specified someone with boosted reflexes, I would be
more inclined to say that a higher strength would be more useful, sinse then
you could impart a larger force to the projectile. Hmm, I need Adam here,
but I'll have a go at something which just popped into my head (too much
physics study). If you threw it really really fast, so that all the force
you put into it went into it in a really short time, would it actually make
any difference to the damage at the receiving end? Let me see... (I really
need some physics geek to correct me here), but I woulda said no. If I've
assumed corectly (and probably not), then the speed of the projectile, while
it very much so controls the damage, the speed itself is controlled by the
throwers strength. But think about it, if we were to include the speed in
the damage equation, we'd end up with an equation much like the one we
designed for shoulder charging someone a few weeks ago - one which no idiot
(barring rules lawyers) would ever use due to its hideous complexity and
overall unplayablility. Keep it simple I say and stick with Str.
> Three, The actual mass of the thrown object seems to be a major
> criteria also--the combination of mass and inertia is what makes an
> object effective. I guess that the best idea for working out some sort
> of stats would be to use the thrown weapons chart as a base.
And don't forget the sharp points, and the grip on the handle, and the
location it strikes the target, and so on. The overriding factor is the
users skill, anything else becomes relatively minor. But, yeah, basing
anything on the current SR weapons chart should work, and it should keep the
sacred _Game_Balance_ and the useful Simplicity in place.
> But what kind of damage a troll does when he throws your new
> Yamaha at you I don't know.
StrS Stun? :-) I dunno, lots I say.
--
Damion Milliken University of Wollongong e-mail: u9467882@***.edu.au
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