Monday, September 10, 2012

About game damage and real life...

It has been said (maybe by me) that all game mechanics have a basis in real life to a certain degree of accuracy. To what degree this accuracy to real life is up for debate if you have that long to talk about it. The question crossed my mind the other day concerning physical damage to characters and vehicles in game. Most of us know that a short sword does 1d6 damage and the average 1st level character in D&D is about 8 hit points. We also know that from GURPS certain materials has resistance to certain types of damage.
The question is this:
What does one point of damage equal to Newtons of force in real life?
The next question crossed my mind is:
What density and molecular composition does a material need to have in order to 100% resist that one point of damage?

I understand that in role playing games predictive outcomes are the realm of randomness to some degree. Because excessive detail grinds any role playing game to a halt there must be an element of unpredictable  randomness to situations encountered by players. With this said it would add flavor and sense of connectivity to our adventures if we could input elements that predicatively behave more like the world we are familiar with. Just as analogies are the best way to get an idea across with so many few words, having a root to real life analogue to the role playing props we use would bring a more believable and exciting element to the role playing experience. To try to connect our real world to a mentally fabricated one is what science fiction (not science fantasy) is all about!

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