• general

    Scaling of Move

    A visitor writes by email: T.Bone: Cool new site! Now on to the irritating part… 🙂 Once again, I’ve forgotten (or maybe never even learned) part of the power-to-mass argument. Please tell me which of the following is right: ( { power – weight } / mass ) ^ 0.5 ( { power – weight } / mass ) ^ 0.5 * stride_length ( { power – weight } / mass ) ^ 0.5 * stride_length ^ 0.5 Everything here but stride length is based on E=mv^2, so at least that should be correct. I can see how stride length might play a role, but I can’t quite picture the…

  • general

    Rambling about ST

    A recent ramble on rec.games.frp.gurps, responding to this post and referencing this post: infornific@aol.com (DW) wrote: lwcamp@landau.chem.rochester.edu (Luke) wrote: (Rest of message deleted for brevity – please see original message) Excellent points. Your division of strength into grappling/lifting/carrying vs combat/speed sounds a lot like GURPS Gulliver’s Combat ST and Load ST. That might be a simpler way to simulate the differences in ST. So a weightlifter might have Combat ST 12 and Load ST 16 – he doesn’t punch that hard, but he’s formidable in grappling and can fence with a broad sword. Interesting, it sounds like a plausible rationale for split ST. Does anyone know of good scientific evidence on how that kind of strength varies…

  • general

    Giant skeleton aerodynamics

    A correspondent is building a Size +1 flying giant skeleton, and has questions about its aerodynamics. (And people say we gamers are geeks! Ha!) The discussion refers to rules in GULLIVER (for 3e) for figuring aerodynamics of creatures, for purpose of falling speed and what not. My reply to the question is below, just for the esotericness of it all:   Basic body structure is just humanoid… What’s missing? Surface area for tv or ftv, right? It’s a humanoid shape, but the aerodynamics would have to be different. Good question. Let’s think this through… Ignore density for a second, and use a human-sized (13-lb) skeleton. So it’s a humanoid shape,…