warman45 wrote:collision damage should be fall damage divided by two (colision damage has 2 objects moving towards each other causing twice the damage as one obgect moving at the ground or a wall
Actually, that's the complete opposite of my point. Collision damage is
falling damage. You collide with the ground. They should be the same thing (or result in very similar damages), but they aren't (and they don't):
BW2001 - 4.3.5 wrote:... the object does as much damage as its Mass times the number of full stories that it dropped times 1d6. If the object has no appreciable weight, it does as much damage as if it had been thrown. The object itself takes as much damage as whatever it hits.
BW2001 - 4.3.6 wrote:Once you have determined the Collision Speed, divide it by five inches and round down. This number is the Damage Multiplier. (If the two objects collide at a speed of less than 5" per turn, any resulting damage is purely cosmetic.) Objects do their own Armor Value in damage, times the Damage Multiplier.
Note that an object's Mass number has little to do with it's AV. A diamond with a mass of 1 might have an AV of (say) 2d10+2. If you hurl a diamond at the ground at a height of 10" such that it reaches the ground at the end of the turn:
By 4.3.5, that's 1*1d6*(10/2.26) = 4.41*1d6 damage to whatever it lands on, and it takes that same amount of damage itself (between 4 and 26 damage)
By 4.3.6, it's (2d10+2)*2 = 2*(2d10)+4 damage to what it lands on (between 6 and 44), and the damage it takes will depend on the AV of whatever was landed on.
You could similarly take a large ball of wadded-up tissue paper (AV 1d6 or less, also mass 1). It does the same exact damage as a diamond by 4.3.5, but by 4.3.6, you get 2*(1d6)+4 (between 6 and 16).
Basically, you could arbitrarily choose the damage type, and have the result differ greatly.
It doesn't really matter all that much, honestly. It's a discrepancy, and if you're an anorak enough to sneakily choose the damage type that's more beneficial to you, well, screw you. But for the sake of perfection, those rules ought to be in line with each other, and they're not. I think the rulebook is sort of littered with small issues like that, and most of them aren't worth the bother of fixing. But if (as Pitlogg was suggesting) you want a rulebook that's 5x larger, you could straighten out some of the idiosyncrasies and make a fully detailed and consistent system for brik physix.