Basic Roleplaying Central

Home Forum Downloads Reviews Wiki Gallery Links


Go Back   BRP Central > The Basic Roleplaying Forum > Basic Roleplaying
Register Blogs FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
LinkBack Thread Tools Display Modes
  #31 (permalink)  
Old February 2nd, 2008
Member
 
Join Date: Jan 2008
Posts: 44
Default

Quote:
Originally Posted by Atgxtg View Post
On the contrary there is a bit difference. It isn't additive either. It's not speed plus mass. It more Speed x Mass for Momentum. And Speed Squared x mass/contact area and time to get the effect.

Let's say that you got a object moving at high speed. Now if you can apply force to it at a angle other than the one it is heading in, you will alter the trajectory of the object. Ideally you wont to do so at a right agle from the path the object is headed. Depending on how fast the object is traveling, it's inertia, how much force you can apply and at what angel, and just how far along it's path it has already traveled will determine just how much you can alter it's destination.
I think you're getting too caught up in specifics. Ultimately, the vector*mass of the weapon attack is represented by the potential damage of that attack (damage rolled and modified based on special/crit result, etc).

In the same way, we can say that the capability of the parry to deflect that damage is represented by the AP of the parrying item. It's an abstraction, but one that "works" within this context. A faster/harder blow from a large weapon will be harder to deflect fully then a slower/softer blow from a smaller weapon. Both of those are represented by damage potential and AP (damage stopped).

There's a reason why heavier/bigger shields block more damage. And it's not just because they're "thicker" (which is the assumption for armor for the most part), but because the combination of mass and size allows the wielder to deflect larger attacks. Again, it's an abstraction, but then so is everything in an RPG, right?


Quote:
Plus just what that smaller area is could make a huge difference. Most dodging moves the point of impact to someplace less lethal. A shoulder hit instead of the head, a strike to the outer ribcage instead of the heart. All good from the defender's point of view, and lowering the damage in game terms.
I would argue that a successful dodge means you avoid getting hit. What you're describing is more like a successful dodge making a special hit become a normal hit instead (one that would have connected solidly, resulting in cracked ribs and a collapse to the floor, ends up only slicing you a bit). IMO, the "success level subtracts" system works well for this.


While I understand the objective here, I also think it's possible to overthink rules and try to make them "too realistic". At the end of the day, we're playing a game, and the concepts and abilities within that game have to "work". While it's possible to have a dodge mechanic that operates by subtracting damage instead of reducing hit levels, it then becomes just another way of parrying. More interesting, with the rise of parry rules with a "parry blocks all" mechanic, it puts us on the odd circumstance of actually having completely reversed the mechanical utility of the two abilities. Somewhat arbitrarily I might add...

If two abilities do the exact same thing, why have two? It makes sense to have parry be the one that subtracts damage, while dodge reduces hit levels. It gives each one a distinctive methodology that may each be effective, but not in exactly the same way. From a game design perspective, this offers the players options to choose from and a reason to perhaps develop both skills (situationally, one will usually be better then the other, but not always). This in turn allows for more depth within the combat system, and is a good thing.



Um... On a side note, we actually did make some slight changes to our parry rules to reflect the whole "you're deflecting, not just blocking" idea. On a special parry, we add half the parrying characters max damage bonus to the AP of the shield (for purpose of parrying). This reflects the idea that sometimes a big strong guy can parry better then a small weak guy. He's going to be more able to muscle that shield into the right position and angle to avoid additional damage.

Dunno. It's just a rule we came up with, tried, and really liked.
Reply With Quote
  #32 (permalink)  
Old February 2nd, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,471
Default

Gnarsh

Yeah, it like turning a special into a normal hit. That was the idea.

I did this becuase frogspawner didn't like the idea of opposed rolls for Dodging and commented on how much easier/better parrying worked.

Having a Dodge reduce the damage is one way to accomplish that.
__________________
Got Puppet?
Reply With Quote
  #33 (permalink)  
Old February 2nd, 2008
RMS RMS is offline
Senior Member
 
Join Date: Oct 2007
Posts: 177
Default

Quote:
Originally Posted by Rurik View Post
Hey why don't you just make your sig:

"236/420. Ef plest master, this mighty fine grub!"

And save us all some math?
Actually, his statement would be 116+120/420 = 116.286 since you resolve 120/420 before doing addition. How's that for pedantic!

Quote:
Originally Posted by Atgxtg View Post
And it is the same math of speed or mace. It has to do with ovecoming the internia. You can be going at thousands of m/s and still be deflected by a 10m/s force action on you. It's just that by the time it defects you any meaningful distance you will be far away.

Where's RMS when I need a Physics teacher?
Down sick! I came home after my last lecture today and spent the rest of the day in bad fighting off a fever. I'm feeling better tonight.

mass * velocity = momentum

mass * velocity^2 / 2 = kinetic energy

power = dW/dt where W is the work done over some small time dt, which resolves to P = force * velocity for a constant force. (dW/dt is the derivative, for those who don't recognize the notation.)

In all honesty, I don't think we can really know for certain which is the most important in a real world sense of deflecting or doing damage. In the end, making up something that seems basically right is as close as we're going to get. I'd also note here that for melee weapons and even low velocity projectiles (arrows, javelins, and even early large caliber firearms), velocity is low enough that the difference in momentum and kinetic energy is small enough not to bother getting caught up on. With high velocity firearms, no doubt the difference is large, but for a sword the difference is negligible IMO.

I personally, like the current RQ-style parry. It allows the weapon/shield to deflect a large amount of damage, but it's limited. I love the idea that you can successfully get a weapon in the way and it still isn't sufficient to stop all the damage and that models reality good enough for me.

If I'm not making sense, forgive me. I'm feeling much better, but am still definitely well under the weather.
Reply With Quote
  #34 (permalink)  
Old February 2nd, 2008
Atgxtg's Avatar
Senior Member
 
Join Date: Sep 2007
Posts: 1,471
Default

Quote:
Originally Posted by RMS View Post
Actually, his statement would be 116+120/420 = 116.286 since you resolve 120/420 before doing addition. How's that for pedantic!
So Triff should use (116+120)/420.

Quote:
Originally Posted by RMS View Post
power = dW/dt where W is the work done over some small time dt, which resolves to P = force * velocity for a constant force. (dW/dt is the derivative, for those who don't recognize the notation.)
Hey, there is no triangle symbol! Made delta-W and delta-t look funny
__________________
Got Puppet?
Reply With Quote
  #35 (permalink)  
Old February 3rd, 2008
Senior Member
 
Join Date: Sep 2007
Posts: 989
Default

A, I think this is another case where our basic assumptions are enough at odds that the conversation is moot. I simply flat out don't think your basic presumptions about deflection are correct, at least to the degree you're stating them; you need a significant amount of cross-vector in the energy to delect something enough that its a noticeable effect, and there are significant differences in what degree is involved between that being meaningful for something that delivers most of its damage by supplying force over a wide area (like a mace) or a narrow area (like a blade). As you don't seem to agree with either of those, I don't think we can continue to have this conversation except in terms of "Does! Does not!" and I fail to see how that's useful.
Reply With Quote
  #36 (permalink)  
Old February 3rd, 2008
soltakss's Avatar
RQ Fogey
 
Join Date: Sep 2007
Location: Birmingham, UK
Posts: 556
Default

Quote:
Originally Posted by Nightshade View Post
I don't think we can continue to have this conversation except in terms of "Does! Does not!" and I fail to see how that's useful.
I can!

Your turn.
__________________
Simon Phipp

Wallowing in my elitism since 1982.

Never in a million years / 420


Many Systems, One Family

RQ/BRP Site (Not much BRP at the moment) www.soltakss.com/index.html
Reply With Quote
  #37 (permalink)  
Old February 4th, 2008
Just this guy, you know.
 
Join Date: Oct 2007
Location: Among the runestones
Posts: 23
Send a message via Yahoo to Sven Norén
Default

Am I the only one to miss the Defense ability from RQ2?
Reply With Quote
  #38 (permalink)  
Old February 4th, 2008
Kloster's Avatar
Senior Member
 
Join Date: Nov 2007
Location: France
Posts: 404
Default

Quote:
Originally Posted by Sven Norén View Post
Am I the only one to miss the Defense ability from RQ2?
Nope, I find it useful also. But It should be in addition to a dodge skill.


Runequestement votre,

Kloster
Reply With Quote
  #39 (permalink)  
Old February 4th, 2008
Senior Member
 
Join Date: Oct 2007
Location: Bingley, Yorkshire
Posts: 628
Default

Quote:
Originally Posted by Sven Norén View Post
Am I the only one to miss the Defense ability from RQ2?
No, I do too (or rather, I don't because I still use a variation of it). But I think the RQ2 version was badly flawed: it starts getting silly at about 30% and competent opponents can't hit you; and the higher the skill, the higher the chance of an increase - so it accelerates away badly.
Reply With Quote
  #40 (permalink)  
Old February 4th, 2008
Trifletraxor's Avatar
Chief Beetle Breeder
 
Join Date: Aug 2007
Location: Oslo, Norway.
Posts: 1,329
Blog Entries: 4
Default

Well, than you all for the tips. I'm going for the dodge skill as houseruled now in the first post. I'm not sure about the ENC rules yet, but that will wait and see to I get my hand of the book.

SGL.
__________________
Ef plest master, this mighty fine grub!
116/420
Reply With Quote
Reply

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On
Forum Jump


All times are GMT. The time now is 22:10.


Powered by vBulletin® Version 3.7.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
Search Engine Friendly URLs by vBSEO 3.2.0