Math for Homebrew Tabletop RPG
No.11083251 ViewReplyOriginalReport
Quoted By: >>11083272 >>11084337 >>11086446
So, I'm doing some game mechanics calculations for my game to make hp more tied to the size of your body and how much dmg weapons do based on motherfucking kinetic energy in joules, and I'm wondering if you guys could give me a hand figuring out how to do these calculations right. The second won’t get used too much except people who want to custom make weapons, but it’s good to get a base I can work with, for example using those calculations I got the numbers I would have guessed to put for a 9mm dinky pistol: 15 dmg
The calculation for the damage output is something along the lines of the kinetic energy in joules divided by 30 (I based this on how the game has been developed so far, on this site: https://www.hearth.com/talk/threads/physics-calculating-the-impact-of-different-size-axes-mauls-used-for-splitting.1761/
a 4 lb wood axe swung at around 70 mph has about 900 J of kinetic energy, this really isn't accounting for the penetration able to be done by the axe head, but this is a WIP, and the amount of dmg in my game I've given to my character's tomahawks is 30 dmg swung, 25 dmg thrown. Thus with around 900 J of energy in the swung axe I just divided by 30 to get a rough estimate of 30 dmg from 900 J. Like I said, Im not sure the calcs on that website take in account the penetration by the axe head, and my character also is in the future with assumingly futuristic tomahawks that might be more efficient.
Working with that, a 9 mm pistol: from http://wredlich.com/ny/2013/01/projectiles-muzzle-energy-stopping-power/ has about 500 J, divide by 30 is about 15 (rough estimates and rounding are fine for the mechanics of this game btw, easier to keep simple numbers to work with when playing for a decent amount of "simulation").
cont.
The calculation for the damage output is something along the lines of the kinetic energy in joules divided by 30 (I based this on how the game has been developed so far, on this site: https://www.hearth.com/talk/threads/physics-calculating-the-impact-of-different-size-axes-mauls-used-for-splitting.1761/
a 4 lb wood axe swung at around 70 mph has about 900 J of kinetic energy, this really isn't accounting for the penetration able to be done by the axe head, but this is a WIP, and the amount of dmg in my game I've given to my character's tomahawks is 30 dmg swung, 25 dmg thrown. Thus with around 900 J of energy in the swung axe I just divided by 30 to get a rough estimate of 30 dmg from 900 J. Like I said, Im not sure the calcs on that website take in account the penetration by the axe head, and my character also is in the future with assumingly futuristic tomahawks that might be more efficient.
Working with that, a 9 mm pistol: from http://wredlich.com/ny/2013/01/projectiles-muzzle-energy-stopping-power/ has about 500 J, divide by 30 is about 15 (rough estimates and rounding are fine for the mechanics of this game btw, easier to keep simple numbers to work with when playing for a decent amount of "simulation").
cont.
