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Month Index: August, 2001


From:     Jim Clunie <jim_clunie@???????.com>
Date:     Fri, 3 Aug 2001 01:24:22 -0700
Subject:  Re: Gravity plane interaction
>From: Funagain Games
>
>IMHO, Gravity planes only get complicated when they are made by objects of
>the same size.  Otherwise, the larger object's gravity takes precedence.
>
>So, if you have someone holding on to the tip of your ram, and you poke the
>nose of the ship into a planet's air envelope, the guy falls down in the
>direction of the planet.  If you're standing on deck, it looks like he got
>sucked into the planet.  From his perspective, he was bobbing near
>weightless, then suddenly he was falling (which also feels weightless, if
>you're not holding on to anything).
>
>If the two ships are the same tonnage, you can estimate based on cargo,
>hull composition, and crew which is heavier.  Theoretically, no two objects
>are the exact same weight, so that would do the trick.  If you're stuck
>there, use a randomizer (AKA dice) to decide.
>

Or: if two ships are the same tonnage, the one which has denser construction
(as found by its Item Saving Throw) overrides. If they are still tied, and
the two helmsmen try to hold them at a different orientation, the gravity
planes set up a chaotic dissonant field of vibrations which makes both ships
continuously Shaken for d6 + 1/10 tonnage rounds, after which the dissonance
forces the two into the same orientation. Item saving throws vs. a sonic
attack, and Con or system shock checks for the helmsman, could also be in
order.

Jim C

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Previous Message: Re: The layout of the Compendium
Next Message: New Contest, Great Prize!
Month Index: August, 2001

SubjectFromDate (UTC)
Gravity plane interaction    Funagain Games    02 Aug 2001 22:47:56
Re: Gravity plane interaction    Jim Clunie    03 Aug 2001 08:24:22

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