Hi,
For calculating the falling damage, the rule book says on p. 82 "4D6 points of damage to four random locations" for 16 to 20 m, and "+1D6 damage" for each 5 m beyond.
My questions are:
1) "4D6 points of damage to four random locations" means i) 4D6 damage for EACH random location, e. g. 4D6 on breast, 4D6 on left arm, ...? Or ii) 1D6 for each location, makes 4D6 altogether? If i) would be the case, doubling the falling distance (= doubling the potential energy of the body) from 10 to 20 m would quadruple the total damage (higher damage per hit location and more hit locations) which is physically absurd. So ii) should be correct? This leads to my second question ...
2) Each 5 m beyond 20 m height is "+1D6 damage", but independent from the height, still only to four random locations? I would assume, that if a character falls approx. 200 m, it's rather unlikely that accidentally only both arms and legs are shattered, while the head, breast and abdomen are still unhurt. On the other hand, "+1D6 damage" and "+ 1 random location" for each 5 m beyond 20 m would very probably shatter the entire body, but also mean that doubling the distance again quadruples the damage. Thus it would be more reasonable if only the number of random hit locations increases with falling distance, but each time a hit location is rolled, only 1D6 is applied. For example, a falling distance of 50 m means each 1D6 applied to 10 random hit location, e. g. 2D6 on head, 1D6 on left arm, 2D6 on right arm, 3D6 on breast, 2D6 on left leg. This would coincide with 1) ii) and result in comparable realistic damage.
3) Why do armour points not reduce falling damage? The reason why I wear a bicycle helmet is that I hope that it reduces the damage in case of an accident ... of course, plate will be much more effective than chainmail against falling damage, but this also holds for combat.
4) By the way: The speed of an object falling does not increase to infinity but saturates when the force of atmospheric friction compensates the gravitational force. A standard human falling "saturates" at approx. 200 km/h after 6 - 7 seconds, corresponding to 200 m fallen distance, a higher falling distance will neither increase speed nor damage. Thus it's not more dangerous to fall 2 miles or 200 m, it just gives you more time thinking about near future ...
Thank you for any comments!
For calculating the falling damage, the rule book says on p. 82 "4D6 points of damage to four random locations" for 16 to 20 m, and "+1D6 damage" for each 5 m beyond.
My questions are:
1) "4D6 points of damage to four random locations" means i) 4D6 damage for EACH random location, e. g. 4D6 on breast, 4D6 on left arm, ...? Or ii) 1D6 for each location, makes 4D6 altogether? If i) would be the case, doubling the falling distance (= doubling the potential energy of the body) from 10 to 20 m would quadruple the total damage (higher damage per hit location and more hit locations) which is physically absurd. So ii) should be correct? This leads to my second question ...
2) Each 5 m beyond 20 m height is "+1D6 damage", but independent from the height, still only to four random locations? I would assume, that if a character falls approx. 200 m, it's rather unlikely that accidentally only both arms and legs are shattered, while the head, breast and abdomen are still unhurt. On the other hand, "+1D6 damage" and "+ 1 random location" for each 5 m beyond 20 m would very probably shatter the entire body, but also mean that doubling the distance again quadruples the damage. Thus it would be more reasonable if only the number of random hit locations increases with falling distance, but each time a hit location is rolled, only 1D6 is applied. For example, a falling distance of 50 m means each 1D6 applied to 10 random hit location, e. g. 2D6 on head, 1D6 on left arm, 2D6 on right arm, 3D6 on breast, 2D6 on left leg. This would coincide with 1) ii) and result in comparable realistic damage.
3) Why do armour points not reduce falling damage? The reason why I wear a bicycle helmet is that I hope that it reduces the damage in case of an accident ... of course, plate will be much more effective than chainmail against falling damage, but this also holds for combat.
4) By the way: The speed of an object falling does not increase to infinity but saturates when the force of atmospheric friction compensates the gravitational force. A standard human falling "saturates" at approx. 200 km/h after 6 - 7 seconds, corresponding to 200 m fallen distance, a higher falling distance will neither increase speed nor damage. Thus it's not more dangerous to fall 2 miles or 200 m, it just gives you more time thinking about near future ...
Thank you for any comments!