CollisionsDanger: thinking out loud and extreme maths ahead.
ref pages:
http://www.safespeed.org.uk/killspeed.htmlRelated to falling is the impact from a vehicle.
Your final velocity from a fall is 9.80665 m/s multiplied by the time spent falling. The actual distance fallen is your average velocity over that period (ie.
half your final velocity) multiplied by the time spent falling. Suitable use of conversion factors can then produce conversions for final velocities at various speeds and various distances. In short, it should be possible to equate every possible vehicle speed to an equivalent "falling distance" for damage purposes. As raw, non-massaged figures, this yields the following figures:
* Speed 0-25 mph (0-40 kmph): no meaningful damage
* Speed 25-43 mph (40-70 kmph): 1d6 damage
* Speed 43-56 mph (70-90 kmph): 2d6 damage
* Speed 56-66 mph (90-107 kmph): 3d6 damage
* Speed 66-75 mph (107-121 kmph): 4d6 damage
* Speed 75-83 mph (121-134 kmph): 5d6 damage
* Speed 83-90 mph (134-145 kmph): 6d6 damage
and so on.
This suggests that any impact of 25+ mph is liable to kill a commoner more than half the time. That seems to tie in with the government statistics quoted on the web page. The web page, however, notes that the government statistics appear to have been made with the assumption of crash test dummies and psychotic drivers. That is certainly not the case in the real world. Thankfully for our purposes however, it is alarmingly often the case in an RPG, which makes their numbers useful for us.
Unfortunately, these numbers blatantly do not scale up appropriate for vehicles and typical vehicle hit point totals. This can of course be fixed by multiplying appropriately for the vehicle size (larger vehicles have less structural integrity, and are less able to withstand impacts).
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Aside 1: How d20 Modern handles collisions
http://www.12tomidnight.com/d20modernsr ... hicles.phpThe size of the damage die depends on the speed, and the number of damage dice depends on the size of the smallest object involved. A literal reading of these rules says that a naked human can run into a commoner, inflict 4d2 damage, and guarantee a kill
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Aside 2: How GURPS handles collisions
damage inflicted by an object is based on (velocity x hit points), with velocity measured in yards/second, and hit points being typically 10 for a standard human. Falling has a special rule, in that damage is doubled if you fall onto a hard surface (such as most floors).
This makes a 10-yard fall "typically lethal", with a 50:50 chance of killing. Acrobatics skill can be used to reduce the effective distance fallen (similar to d20's Tumble/Jump skill usage).
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Curiously, I seem to have adopted the same "physics" approach that GURPS uses, except that I use size class as a multiplier on damage inflicted, rather than using hp to measure mass, as GURPS does. Each size class larger adds the base damage once more (x2 for Large, x3 for Huge, etc.), and each size class smaller divides the base damage (/2 for Small, /3 for next size class down, etc.).
In order to account for the GURPS assumption that a collision is equivalent to falling on a soft surface, vehicle damage should be halved.
This is all getting rather complicated. Making I should rethink this.
Worked example: Human (medium size) gets hit by a car (huge size) moving at 50 mph. That's a base 2d6 damage. The human inflicts that much damage on the car, because he is medium size. the car inflicts 6d6 damage (x3) on the human, because it is two size classes larger than the base value. That's 6d6 damage. No commoner is going to survive that, and even heroes are in for ouch time.