• ssillyssadass@lemmy.world
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    7 days ago

    Let them do it, then when they’re done executing it just say “alright, that’s 1d4 damage for an improvised weapon.”

  • Wugmeister@lemmy.dbzer0.com
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    9 days ago

    Fun fact about this in real life: A problem that gunmakers have had to deal with is that, although a faster-moving bullet fires straighter and penetrates better into its target, if the bullet moves too fast it will just poke a hole straight through a person without imparting enough of its kinetic energy onto them to be able to do real damage. So, i doubt the peasant railgun would be effective in real life.

    • DaddleDew@lemmy.world
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      9 days ago

      That is simply not true. All you have to do is design your projectile in shape, construction and materials so the kinetic energy gets properly used to have the desired effect on the target.

      A tiny 40 grain .204 Ruger bullet with the insane muzzle velocity of 4100 fps will absolutely explode a watermelon if you use a rapidly expanding projectile such as a ballistic tipped varmint round. If you use the same against a reactive steel target that was only rated for rimfire, it will melt a clean hole through it without even noticeably moving it. And if you use it against a bull moose, it will absolutely destroy a large amount of surface tissue but not achieve enough penetration to reach the internal organs for a clean kill.

      It isn’t a simple problem, the are many different types of dynamics that you can encounter depending on the nature of the projectile, velocity and target.

  • Zombiepirate@lemmy.world
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    9 days ago

    Ok, but hear me out:

    If you accelerate something into a freefall orbit, then it stands to reason that the projectile would deal falling damage (equal and opposite force, you know) which maxes out at 20 d6.

      • skulblaka@sh.itjust.works
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        9 days ago

        Yes.

        ODST-Dropping your barbarian is objectively the best way to have him enter combat, and it inflicts psychological damage to anyone close enough to witness it.

      • milkisklim@lemmy.world
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        9 days ago

        In 5e yes. I think the theory is once you hit terminal velocity, you aren’t going to get any more damage from a longer fall.

        Fun fact, I actually did have a villain do exactly that in a campaign once. The party achieved a secondary win condition during combat and so the BBEG jumped off the top of the space elevator to escape.

        • turdas@suppo.fi
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          8 days ago

          Wouldn’t jumping off the top of a space elevator just put you in orbit? Or, if by top you mean the point where the space elevator anchors to its counterweight, in orbit around the sun.

          • Cethin@lemmy.zip
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            8 days ago

            OK, you’ve got space elevators wrong, and that’s OK.

            The counter-weight doesn’t orbit the sun. It orbits earth. If it orbited the sun it’d rip the thing apart. It sits somewhere above a geostationary orbit, as a geostationary orbit is where the orbit point is always over the same point on the ground, which would be where your elevator is tethered.

            The station part is somewhere below this. The higher it is the heavier or further out your counter-weight needs to be —and since it’s already impossible around earth no matter what, this needs to be as low as possible.

            Because of this setup, your velocity (while below the geostationary line) is always less than the orbital velocity at that altitude. For example, the ISS orbits the earth 15.5 times a day. Our point on the space elevator cable stays at the exact same position over the ground, so it orbits 0 times. At the same altitude as the ISS you need to be moving the same speed as the ISS or you’ll fall down. It only doesn’t while attached to the cable because it’s being pulled by the counter-weight.

            Basically, stuff dropped off a space elevator falls, unless it’s at geostationary altitude. It needs to be given some extra horizontal speed to stay in orbit.

            • turdas@suppo.fi
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              8 days ago

              The counterweight orbits above escape velocity, pulling the space elevator’s cable taut. If the cable were severed the counterweight would drift off into space into a solar orbit. So if you jump off at the counterweight, you’ll enter solar orbit.

              At geostationary orbit (which could be considered the “top” of the space elevator as that’s where you would normally get off, presumably) the space elevator orbits at exactly orbital velocity, so if you jump off there you end up in orbit. Below that your velocity would be below orbital velocity and you’d fall back to Earth.

              • Cethin@lemmy.zip
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                7 days ago

                Well, the “top” of the elevator could be anywhere. That’s why I said it needs to be as low as possible, because it’s already physically impossible for Earth. The lower and lighter the station is, the less impossible it is, though it’s impossible even with no station and just a cable.

                Above geostationary orbit isn’t suddenly in solar orbit though. It’s still got quite a ways to go. It could be at escape velocity, but that’s not necessary.

                This is all impossible on Earth anyway though, so if you’re making a story where this is taking place it could be any of these outcomes you want. Whatever works best for the story.

                • turdas@suppo.fi
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                  7 days ago

                  It’s not “physically impossible” on Earth. The forces involved are great, sure, which means you can’t build it out of any present-day material like steel, but they’re not so great that constructing a space elevator would be physically impossible using non-exotic matter like it would be on, say, the Sun, or possibly even just Jupiter. We already know of materials that could be used to make a space elevator cable on Earth if they were available in sufficient quantities – namely carbon nanotubes.

                  The “top” can’t be anywhere, because not everywhere along the length of the elevator will put released objects in orbit. Turns out on Earth, an object released off of the elevator would reach a stable (but very eccentric) orbit 2/3rds of the way to geostationary orbit – below that, it would fall back to Earth. Conversely escape velocity would be reached at about 53000 km, which is past geostationary orbit but much closer than where the counterweight would be (in most designs?). Objects above escape velocity will by definition escape Earth’s orbit, which most of the time means ending up in a solar orbit.

  • sirblastalot@ttrpg.network
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    8 days ago

    See what you do is, you put the peasants in a circle and have them pass a magnet to eachother. Put a coil of wire in the middle and you’ve got infinite free energy!