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HardLife - stat/weight, scaling, part II

SPD, END, and PHY will also raise bone mass by 0.1 pound; STR by 0.2, so each full stat-level will add a half-pound of bone density. (from the previous post you should remember that overall level will also add 2 pounds of muscle and zero-net fat)


So, with average stats of 10, you could attribute 20 pounds of muscle and 5 pounds of bone to your stats. Obviously this made converting weight from existing characters a bit trickier, but I think I almost have it. Oh, and with stats of 10 (Caliber 4), you would have another 5-20 pounds of muscle from toning, depending on the extent of your training/conditioning. (5 pounds of muscle per unit of overall muscle training/toning, ranging from 1-Caliber units)


So, not counting for any other factors, a person with average stats will have at least 25-40 pounds of muscle and 6-9 pounds of bone over their raw genetic baseline (representing their state if they were grown in a tank and never used their muscles/skeleton).


Also, approximately 25% of you bodyweight is internal organs, but this is capped (for save file conversion) at 50% of your height in inches, in pounds. (eg no more than 1 pound organ weight per 2 inches height.) This number can change with weight gain, in theory, but that will not be implemented at this time.


I am still experimenting on the conversion, and need to replan the weight gain/loss algorithm to deal with muscle and fat independently, but I should have a private beta up soon to test the new bodyweight system. (either tonight or tomorrow)


Once I am satisfied with the stability and functionality of it, and have the description system updated with the new calculations (and one hopes filled in a bit as well), I will release v0.26.


Should be done in the next few days, then we can move on to the time-system.



Oh, a word or two height-scaling:


It has been reduced a bit further to 1.5^log2(x) instead of the 1.75^log2(x) we've been using recently. This means that doubling height will increase other measurements by 50% per dimension instead of 75% per dimension.


It does make height gain focused more on elongation and allows a greater range of body types, but more importantly it results in more realistic weight scaling with height changes.


D&D 5th Edition claims doubling a creature's size octuples their weight. Technically this is correct if, and only if, they retain their original proportions. 5e also only DOUBLES their strength, which completely fucks them over athletically, since they now only have a quarter of their effective lift per pound of bodyweight.


However, when a person is significantly taller or shorter than average, they don't retain the proportions of average height. Taller people tend to be lanky, shorter people tend to be stout. In other words, doubling or halving the height would NOT double or halve the girth of other measurements. The change would be SLOWER, and 1.5x per 2.0x seems to be about right.


5e would say that a 200 pound, 6 foot human, would be 25 pounds at 3 feet, and 1600 pounds at 12 feet. If their arms were 12" around at 6 feet, they would go on to conclude they must be 6" at 3 feet and 24" at 12 feet.


I say that the same 200 pound, 6 foot person, would be about 59 pounds at 3 feet (also called a human child), and only 675 pounds at 12 feet. And their arms would be 8" and 18" respectively.


So, yes, instead of a factor of 8 change in weight for doubling/halving height, I am using a factor of 3.375. (1.5^3)

[note engine <= v0.25 use 5.359375 for weight, and some versions may have an incorrect number of dimensions in some measurements resulting in a 3.0625 factor change instead of the expected 1.75 factor (which of course will hereafter be a 1.5 factor)]


-- edit:

I got so excited about that part I forgot to mention the change to base-height for scaling calculations!

Previously, we used the character's original height as the base to scale from. That has now been changed to a single base scaling height for all characters: 6 feet.

So, any character under 6 feet will be scaled down in measurements from that height, and any over it will scale up in measure.


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