Difference between revisions of "Decent approximations and other time savers"

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(Thought it might be useful to codify this for public consumption)
 
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Find the EMD for your attack and subtract the effective damage required for the object (HP * Toughness).  Then, take the subtracted result and find which EMD values of the matching category that the subtracted result lies between.  The lower EMD value indicates the amount of real damage dealt to the target.
 
Find the EMD for your attack and subtract the effective damage required for the object (HP * Toughness).  Then, take the subtracted result and find which EMD values of the matching category that the subtracted result lies between.  The lower EMD value indicates the amount of real damage dealt to the target.
  
{| class="d20"
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{| class="wikitable"
 
|+ <div>{{Anchor|Effective Material Damage}}</div>
 
|+ <div>{{Anchor|Effective Material Damage}}</div>
 
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Revision as of 08:13, 1 May 2014

Units and Measurement

Good Enough Numbers

A kilogram is just over 2 pounds.

A meter is a bit more than a yard.

The circumference of a circle is a bit under 6 and a half times its radius.

Measuring Turning Circles

When turning 45 degrees or less, the straight line distance is not much smaller than the actual distance the vehicle or creature would have to travel.

When turning 90 degrees, the distance traveled is basically 50% more than the radius.

Measuring Distances

Generally, waving a measuring tape of about the right distance gets you a pretty good idea of how far something can move or shoot.

Charts

Shooting through Objects


For checking if your character can reasonably be expected to hit an enemy on the other side of something

Calculate the most damage your character could be expected to deal. If you have 2-4 attacks, use the damage for a single crit. If your character has more, or is using sniper a double crit becomes more reasonable. Once you have the most damage, compare the amount of damage required to destroy the object (HP * Toughness) with the Effective Material Damage in the chart below. If the EMD is higher by even a small amount, then it is likely that your character can severely wound if not kill the target.

For checking the results of an attack

Find the EMD for your attack and subtract the effective damage required for the object (HP * Toughness). Then, take the subtracted result and find which EMD values of the matching category that the subtracted result lies between. The lower EMD value indicates the amount of real damage dealt to the target.

Effective Material Damage

Real damage Normal Piercing
1 1 4
2 2 8
3 3 12
4 4 16
5 5 20
6 6 24
7 7 28
8 16 64
9 18 72
10 20 80
11 22 88
12 24 96
13 26 104
14 28 112
15 30 120
16 64 256
17 68 272
18 72 288
19 76 304
20 80 320
21 84 336
22 88 352
23 92 368
24 192 768
25 200 800
26 208 832
27 216 864
28 224 896
29 232 928
30 240 960
31 248 992
32 512 2048
33 528 2112
34 544 2176
35 560 2240
36 576 2304
37 592 2368
38 608 2432
39 624 2496
40 1280 5120
41 1312 5248
42 1344 5376
43 1376 5504
44 1408 5632
45 1440 5760
46 1472 5888
47 1504 6016
48 3072 12288
49 3136 12544
50 3200 12800
51 3264 13056
52 3328 13312
53 3392 13568
54 3456 13824
55 3520 14080
56 7168 28672
57 7296 29184
58 7424 29696
59 7552 30208
60 7680 30720
61 7808 31232
62 7936 31744
63 8064 32256
64 16384 65536
65 16640 66560
66 16896 67584
67 17152 68608
68 17408 69632
69 17664 70656
70 17920 71680
71 18176 72704